An Argus Specialist Publication
MARCH 1985
YOUR BEST INDEPENDENT COMMODORE MAGAZINE
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AN AWESOME
INTERVIEW
WITH
JEFF MINTER
GIVING THE GAME
AWAY -WIN THE
COMPLETE CBS
SOFTWARE RANGE
Trade Enquiries. ANIROG SOFTWARE
10 VICTORIA IND. PARK, VICTORIA
ROAD. DARTFORD. KENT.
(0322) 92513/8
Mail Order 8 HIGH STREET. HORLEY.
SURREY 24 HOUR CREDIT SALES
HORLEY 02934 6083
Payment by P.O. - ACCESS - VISA - 50p
POSTAttF ft PACKAGING
In the year 2525 A.D., time travel is
finally perfected. Scientists of the
project send you into the time void
equipped with an armed, all terrain
vehicle. Your objective is to assist
mankind in his various battles : from
the prehistoric age to the aftermath of
the final conflict Only a successful
mission can assure your return.
Features include Hi-Score table, two
player option, two skill levels and
continuous play facility.
Commodore 64 €7.95
This month in our special
PLAYING GAMES HAS HAD RATHER A
bad press. "Stop playing games with me,"
we are told and recognise at once the
accusation of deviousness and
dishonesty. People who play games either
meet deservedly sticky ends or they
become the scheming heads of multi-
national oil companies, like fR. And
someone shot him.
Take the play, Sleuth, for example.
Now I can't remember the plot exactly,
but I can recall that there are two
characters (or was it three?) who keep
playing games with each other. First, one
has murdered the other one's wife (or was
it his mother?) who in turn (him, not his
wife) dresses up as a policeman (or was he
one all along?), then someone is shot (or
was it stabbed?) but it's only pretend (I
think!). All in all there's a lot of confusion
and not just on stage.
So, playing games is either sinister or
it's something which we are supposed to
grow out of along with short trousers and
spots. Sport is different, of course. It's
O.K. for a grown man to spend an hour
and a half on a Saturday afternoon knee
deep in mud chasing after a funny shaped
ball while trying to avoid fifteen even
more fully grown men intent on
separating his head from his body. Games
are for those of us who haven't grown up!
Well, what about darts or snooker?
Surely, they're games? Afraid not. The
definition of a sport is an activity practised
by men who are too big to argue with
(darts and anything done by Geoff Capes)
or if it's on the telly (snooker, darts and
Geoff Capes). I will admit that dominoes
and shove-ha'penny are two games
played by grown men. However, they
usually take place in the back rooms of
pubs so filled with smoke that it's
impossible to tell what's going on.
Unfortunately, some of these attitudes
have rubbed off onto computer games.
How often have you heard, "I'm a serious
programmer. I don't play games." Or "I
didn't buy you a computer just so you
could play games." It seems that if you're
'serious' about computing, then you
don't play games; if you bought your
computer for some fun then you feel
guilty about playing them and if you are
under a certain age then you're not
allowed to play them.
Well, I like playing computer games
and I refuse to feel guilty about it. The
good ones don't bypass the brain and
even the bad ones are no more mindless
than a weekly mud bath which leaves you
with lungs like those of the fire-eater who
sucked rather than blew. No one who has
been following our Sense of Adventure
series could possibly argue that computer
games are not intellectually stimulating.
The good adventure combines all the
imaginative power of a novel with tests of
reasoning and logic to stretch even the
mathematical genius.
I recently researched an article on
computers in schools and was surprised at
the number of teachers who told me, "Of
course, we don't allow anyone to play
games." It may be preferable to get the
class to run the 200 metres or do the high
jump rather than waggle the joystick back
and forth to make Daley Thompson do it
(though I have my doubts). But there are a
lot of games which require brainpower as
well as manual dexterity. Take Impossible
Mission (and if you win our competition
this month you'll be able to do just that).
Here is a game which is immediately
attractive with brilliant graphics and
speech but of such complexity that it will
take a long time for you to crack it. Like all
such games it teaches one of the most
important truths about education, that
practice is the path to improvement.
Programming is, of course, important
and Your Commodore is doing its best to
encourage it. Games are the best
examples of good programming which
are easily accessible to all of us. It seems to
me, therefore, that if good programming
is to be encouraged then the best way of
doing it, is to show people exactly what
can be achieved on the computer.
Software houses should do this by
producing the best possible games for the
machine, ones which use all of its
capabilities to the full. We are doing it by
letting you know which games are the
best and by printing some excellent
examples ourselves. Cherry Picker in this
issue is a long listing but for those of you
with the patience and perseverence, this
is a game worthy of any software house.
You will also learn a lot about good
programming just from typing it in.
Finally, games are entertainment. They
are meant to be enjoyed. I hope that all
you read in this issue will entertain you
and perhaps even encourage you to start
producing your own games to give
pleasure to others. If you become good
enough you'll be interested to read the
article on getting your games marketed by
a software company. Or you could send
them to Your Commodore and share your
talent with all our readers.
E
FEATURES
«" AWttOMt
1WTUVIEW
tWIH
NUMBER 6
MARCH 1985
Editor: Wendy J Palmer
Deputy Editor: Kevin Cox
Editorial Assistant: Alison Hjul
Advertisement Manager: Mike
Segrue
Advertisement Copy Control:
Laura Champion
Chairman: Jim Connell
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Design: MM Design
Editorial & Advertisement Office
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Telephone: 01-437 0626
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Your Commodore is a monthly
magazine appearing on the first
Friday of each month.
Distribution by: Argus Press
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Paul Street, London EC2A 4JS.
Printed by: Alabaster Passmore
& Sons Ltd, Tovil, Maidstone,
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The contents of this publication
including all articles, designs,
plans, drawings and programs
and all copyright and other
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Specialist Publications Limited.
All rights conferred by the Law
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and any reproduction requires
the prior written consent of the
Company.* 1985 Argus Specialist
MINTERVIEW 6
What have sheep, llamas and chart-topping
computer games got in common? The answer is,
of course, Jeff Minter, the king of the hairies. He
is the subject of this month's special interview.
LIGHTNING STRIKES
THRICE
Oasis Software have recently released three
software development packages for the
Commodore 64. They are Basic Lightning,
White Lightning and Machine Lightning. We
hope you'll be struck by our reviews.
WAFERDRIVE
77
The Entrepo Waferdrive professes to be a tape
storage device which is much faster than the
standard tape? How true are these claims and
what are its other capabilities? Read our review
and find out.
SPECIAL FEATURES
COMPETITION
SO YOU'VE WRITTEN
A GAME 38
How to get your games marketed or published.
GAMES CREATORS 62
Cheating could add a professional touch to your
games.
THAT'S
ENTERTAINMENT 92
Stateside software from CBS Software and
Ariolasoft.
GAMESMANSHIP 37
This month we show you how to speed up your
BASIC games.
PROGRAMMING
PROJECTS
42
Creating crosswords made easy in the second
instalment of this series.
THE BASIC FACTS
Improve your programming style with our
advice on subroutines.
MASTERING
MACHINE CODE
82
Exploit the full potential of your machine with
this series.
SETTING OUT ON AN
ADVENTURE
89
Our new series helps you create your own
adventure games.
GAMES AND UTILITIES
MINEFIELD 17
An explosive game for the unexpanded VIC 20.
CHERRY PICKER 26
Chomp your way through this cheery game for
the Commodore 64.
M.O.B. MAKER 64
65
Create professional sprites with this invaluable
utility for the 64.
ii it m it =.
111
COMPETITION
It's happened! American software has hit the
British market in a big, big way. And we're
offering you the chance to be amongst the first
Commodore owners to add one, or maybe
more, of the top American games to your
collection. Enter our great competition and you
might be the proud owner of a CBS Software
game - Impossible Mission, Breakdance, Pii
Stop are just some of the prizes to be won.
REGULARS
46 DATA STATEMENTS
9
The latest happenings in the world of
Commodore.
SOFTWARE CHART
16
Gallup has supplied our list of 64 and VIC chart-
toppers.
SENSE OF
ADVENTURE 20
Runecaster wrestles with arcade adventures.
REFERENCE LIBRARY 22
More reading matter for Commodore
bookworms.
SOFTWARE
SPOTLIGHT 52
A bumper selection of software reviews.
INPUT/OUTPUT 72
Your chance to tell us what you think.
BUSINESS FILE 80
Gemini fall under the business spotlight this
month.
MIl\IT£fcVI£
E
Jeff 'The Yak' Minter is one of
the best known personalities in
games programming. Kevin
Cox went to meet the hairy
one.
EVERYTHING ABOUT JEFF MINTER IS
hairy. His hair is hairy, his beard is hairy
and his games are aboul hairy animals. His
dog, an Afghan, was so hairy it quite
startled me — I thought is was an
undersized, overhaired llama — and I
shan't mention the old adage about dogs
starting to look like their owners. His
kitten was not that hairy but obviously
aspired to the condition. I can't
remember now, but I'm sure that even the
carpet was a thick shag-pile.
So, it was with some trepidation that I
went to visit Jeff. Perhaps I should explain :
I am not that hairy. It has been mentioned
that I am thinning on top just a little,
perhaps receding, certainly not balding. I
am not touchy about it (not much. Kojak
- Ed), but I had nothing to worry aboul.
Fortunately, Jeff is not a man to be taken
in by appearances unlike some I could
mention (who is this Ed anyway?). He
realised that I was as hairy as the next man,
on the inside. And that's important,
because hairiness for Jeff is a philosophy,
it proclaims his individuality, his
unwillingness to accept things at face
value. It also means that he doesn't have
to fork out a fortune for a haircut as often
as the rest of us.
I visited Jeff at home in his family's
bungalow in Tadley. a village half-way
between Reading and Basingstoke. As
soon as you arrive, you know Jeff lives
there. On the wall is a large painted Llama.
Inside they're everywhere. The room Jeff
works in is a specially built extension
packed with computer equipment: 64,
Vic, C16 (he'd just bought one), Apple,
Atari, MSX, BBC. QL plus his stereo
compact disc and the video machines,
including The Tempest and Atari's Star
Wars. But the most striking feature of the
room is the mural all along one wall. And
the subject matter? Llamas, of course. And
then the Llamas on top of the monitors —
fluffy ones, plastic ones, metal ones. Not
to mention the camels and the alpacas.
It seems that Jeff can't remember
when this obsession with large ruminant
.quadrupeds began. While still at school
one of his first games, programmed on an
8K Pel, was called Vicuna.
In those days, he used to get up at
6 o'clock in order to get to school and start
programming. There was only one
machine and time on it was limited. It
took him two or three months to learn
BASIC, but he soon tired of its limitations,
so he taught himself machine code.
"It took me three day* to learn
ZftO machine code."
Getting up at six takes its toll, though, and
he saved for 6 months to buy a ZX80. By
this time, his talent was obvious and he
told me, "It took me three days to learn
Z80 machine code." Gulp.
Unfortunately, no-one recognised his
gift at university, where only a third of his
course was computing, so he left after a
year. Then, after a couple of spells
working for dk'Tronics (he developed a
Graphics ROM for the 2X81) and for
Interceptor Micros (where he produced
versions of Amidar and Defender), he
started on his own. Gridrunner arrived
and the real Llamasoft was born.
No more getting up at six now. "I work
whenever I feel like it," he told me. But his
work-rate is prodigious. Just think of the
number of games, all different and
innovative, which he has produced in the
last 18 months: Hover Bovver, Hellgate,
Revenge of the Mutant Camels, Sheep
in Space ('my personal favourite
scrolling shoot-em-up' he said) and
Ancipital. And that's just a selection. Plus,
he is now producing a regular magazine,
the Nature of the Beast, all done on the
wonderful Macintosh. It's very readable,
very controversial in its opinion of games
(and magazines), and a lot of fun. If you
haven't seen a copy, write to Jeff at
Llamasoft.
When I met Jeff he hadn't exactly been
slacking. "I've never worked so hard in
my life," he said. He had just spent two
weeks on a brand new program, really a
brand new idea, Psychedelia. He had
been working on a game when the idea
came to him, and once that had happened
he dropped everything to complete it. In
two weeks it was finished, not just on the
64, but on the Vic and C16 as well.
So what is Psychedelia? It is not a
megagame. There are no ladders, no
ramps, no bullets, no score, no lives, no
aliens, no smooth scroll, no sprites, no
lasers. Not a lot of anything, in fact, I
thought. Just shows how wrong you can
be. Jeff turned down the lights, put on
Thomas Dolby (the one with the Llama on
the album cover!), picked up the joystick
and started. The plain white pixel in the
middle of the screen burst into life.
Colour was everywhere, in shapes,
patterns, movement. Pschedelia had me
hooked, I couldn't take my eyes off the
screen. I'll wear a Mower in my hair. (What
hair? Ed)
Psychedelia is a light synthesiser. It is
designed to be 'played' with a joystick, in
much the same way as you would play a
music synthesiser. The keyboard offers a
variety of options such as pre-defined
shapes (including a Llama), symmetry,
colour choice, shape sampling etc. The
joystick lets you create to the music of
your choice, to interpret in light the
sounds you most enjoy. Anyone can do it,
and skilfully too. If I have any criticism, it is
that the results that a novice can get are so
effective that I cannot see how practice
will necessarily improve them. You
cannot sit down at a music keyboard and
B B E= B B B B 1= B B E= E= C=
Interview
just play a tune. But perhaps I haven't seen
what a really skilful player can do. After
all, when I saw it, Jeff was the world'smost
experienced user, and he'd only been
doing it for two weeks!
The program's possibilities are
endless. Think of creating your own
audio-visual extravaganza for a party —
the 64 version will save up to an hour to
tape. Or you can just sit in a dark room to
enjoy the experience.
**l work whenever I feel like il."
Now that Psychedelia is out of his
system, Jeff can return to the game he
abandoned. It is called Mamma Llama,
and the stars are three llamas, a mother
and two youngsters. It is much more in the
tradition of Minter games — smooth
scroll, excellent animation, bullets, aliens,
and of course llamas. It is clear, however,
that Jeff feels the time for such games is
passing. A lot of the innovations he began,
everybody has now copied. Smooth
scrolling, for example. He was the first on
the 64. He had seen it on the Atari and
then he "sussed it out from the
Commodore manual." He feels that
Mamma Llama is his last game to use the
technique. It has been done to death and
he is very scathing of programmers like
Tony Crowther whom he feels use it for
no other reason that it's there. It goes
against his first principleof games writing:
"Originality is where it's at," he said.
So whose games does he like/ Taskset
was a name which came in for a lot of
praise. And he also showed me two
imported games for the Atari, developed
by Lucasfilms, called Behind faggi Lines
and Ballblaster. They're good, very good.
Fingers crossed that they come over here
for the Commodore.
Mamma Llama may not be as great a
departure as Psychedelia, but it has all the
quirkiness that sets a Minter game apart
from the rest. As Jeff said, "It takes a
certain type of mind to develop games —
freaky". He certainly has that. Our family
of Llamas travel through Peru, to Egypt
(got to get the camels in somewhere) and
to the moon. On the way, look out for
references to Jeff's favourite radio station
KMEL106 FM from Los Angeles (symbol : a
camel) and to his favourite drink, Inca
Cola, a yellow, Peruvian version of the
more famous original.
He discovered Inca Cola on his trip to
Peru last year. (For a full report, read The
Nature of the Beast 3). While I was with
him, he showed me his photos. And if I
can't yet share his fascination for Llamas
(every pic had at least one in U) I can
certainly see why he would want to visit
their homeland. He travelled all round
the country, to Lima the capital, on a
railway at 14,000 feet above sea level,
to the mountains surrounding the great
Inca ruin of Machu Pichu. Jeff is not a
programmer who is manacled to the
computer. Like a good writer or musician
he is open to all sorts of influences and
they are reflected in his work.
-1
His energy is limitless; he goes running
every day and he also skis. If there's one
word which sums up his attitude, it's
enthusiasm. A lot of people enjoy his
games because they realise he is a
programmer who likes playing games
himself — and his own games are the ones
he most likes playing. He likes to hear
from people about what they think of his
games (and other people's) and, above all,
he likes going to shows to meet the
people who share his interest. I saw him at
the last PCW show, not selling like
everyone else, but completely engrossed
in a two-handed game of Ancipital with a
fellow enthusiast.
"Il lakes a certain hype of mind
to develop games — freaky/*
He is not commercially minded and
doesn't like the new atmosphere. He is
prepared to put free programs up on
Compunet, for example, and nearly did so
with Psychedelia until persuaded by his
mother that it might not be a wise
decision. He liked the early days when
everyone was an enthusiast and
understands the tragedy of good
programmers being hyped out of the
market nowadays. But I cannot share his
belief that the old days will return,
"Maybe this summer will sort out the
sheep from the goats," he said somewhat
ironically.
Jeff Minter is the best known
programmer in this country. A superstar? I
asked him. "I don't really think of myself
as a superstar," he said. "My idea of being
a superstar is to play a light synthesiser at a
concert." I hope it happens. He is a very
modest superstar, the best kind to be.
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'We do not react to Atari" says Commodore boss
JACK TRAMIEL, FORMER BOSS OF
Commodore, and now the head of Atari
breezed into the country recently to
announce his new company's range for
this year. He announced his intention to
'build a new line, a more advanced line
for the masses.'
His scheme is based around four
different families of machine. The first are
the games machines to replace the
existing range. The second are the 8-bit
machines, 4 of them: 64K, 128K, a
machine with advanced music
capabilities, and a portable with built-in
5 inch screen. Thirdly, there is a 16-bit
machine based on the 68000 with hi-
graphic capabilities. Finally, there is a 32-
bit complete workstation for around
£1000, to be launched next July.
Commodore's reaction to the
announcements was understandably
muted. Howard Stanworth, Commodore
UK's General Manager told me, "Our
view is that announcements are
announcements, products are products."
Death of the datasette?
PACT INTERNATIONAL LIMITED HAVE
released a cassette interface which allows
Commodore 64 and VIC 20 programs
to be saved or loaded from an ordinary
domestic cassette recorder. It is called
the PANDA 20/64 and retails at £17.99.
This eliminates the need to fork out
£45 for a dedicated Commodore
recorder when you might already own a
cassette recorder.
The interface features a special phase
switch that enables it to cope with
He would not be drawn on Commodore's
new product line-up. "We do not react to
Atari — our decisions will be based on our
own product strength." Commodore's
next announcement is scheduled for
January when we should learn more
about the PC -compatible and the Z-
machine.
Jack Tramiel
different types of recorder and tape
quality. It also has a couple of small lamps
(LED's) which indicate when a program is
being saved to or loaded from cassette. It
even loads 'turbo' tapes.
The product is available from most
electrical, television, hi-fi, video and
computer shops throughout the UK
which stock PANDA branded products.
Pact International Limited, P.O.
Box 50, Peterborough, England; tel. 0733-
233600.
Howard Stanworth
Finally, how does Commodoree view
Atari's policy of selling the 800-XL at £130?
Howard Stanworth again. "The customer
has demonstrated that the consumer is
not interested in distress marketing." Still,
it all promises to be an interesting battle.
Commodore may not be rattled but
they must be aware that Tramiel is not
finished yet. Otherwise why would 10% of
his head office staff all have come from
Commodore Business Machines.
Fangs ain't what they used to be
IT IS TRANSYLVANNIA. THE YEAR IS
1880. In the village inn the talk is of a
beautiful young maiden who has
disappeared. The prime suspect is the
secretive Count who lives in the nearby
castle. The villagers plead with you to go
to the castle to rescue the girl, though
they know that no man has ever returned
alive before.
This is the outline story of Castle of
Terror, the new graphic adventure game
from Melbourne House, What I want to
"know is, why does everyone suspect the
poor Count? Perhaps he's just a little
eccentric. What's wrong with enjoying
the occasional Bloody Mary? Not
everyone likes garlic and perhaps it is
more comfortable to sleep in a coffin.
Have you tried it?
However, if you think there's more to
this than a simple course of dental
treatment can cure, then for £9.95 this
could be the game for you. It promises
to be an adventure to get your teeth into.
Melbourne House, Castle Yard House,
Castle Yard, Richmond, Surrey.
E
Howzat!
WILLIS BE ANOTHER NAFF CRICKET
simulation, I thought. I'll BOYCOTT it. I'll
MARSH right over to the programmer
and tell him. But when I SOBERS up, I
realise what a COWDREY I am. I'll give it a
GOWER.
The simulation in question is Tim
Love's Cricket. It comes from Peaksoft,
price £8.95 for the CBM 64. The copy we
received is pre-production and has few
anomolies which will be ironed out later. I
quote from the blurb: "In production
copies, the fall-back team will be
'England' and not 'England*. Gatting will
not have a distressing tendency to take
over the wicket-keeping in the fielding
sequences (can't do any harm — Ed.), and
it will be impossible to dismiss any
Nottinghamshire batsman for less than
100." And I thought it was supposed to be
t-XWCKET-
Practicalc II
PRACTICORP LTD HAS JUST RELEASED A
new, low-cost software package for the 64
which incorporates spreadsheet, word
processing and database functions. All
can be incorporated into a single working
document.
It is Practicalc II and costs £69.95.
Looking at the spec, it seems to offer the
small business user a fair range of
a real-life simulation.
I haven't yet had a chance to give it a
test, but I'm sure it won't have reached
rock BOTHAM.
features: the database, for example, has
automatic alphabetic and numeric search
and sort and the word processing has the
capabilities for writing, editing and
justifying text.
Practicorp Ltd, Goddard Road,
Whitehouse Industrial Estate, Ipswich,
Suffolk.
From the statement about
Nottinghamshire, you can probably guess
where Peaksoft is based: 48 Queen Street,
Balderton, Newark, Notts.
A good cause
IF EVER THERE WAS A TIME TO BUY
Commodore equipment, then now is it.
Commodore will donate 25p to the Save
the Children Fund for every completed
guarantee card returned to them by
February 28th. The target is £10,000 which
will go to Ethiopia as famine relief.
If you buy a Commodore, remember
to return the card. Time is pressing.
1
News
All at sea
A CAMBRIDGE SCHOOLBOY, PETER
Chase, is the Young Computer Brain of
1984. The competition is organised by
Commodore in conjunction with the
Sunday Times. Entrants are invited to
come up with new and imaginative ideas
for using computers in ways which could
benefit society.
Peter, who is only 15, invented a
system called Coastel. It is a
computer/modem system to aid sailors
and coastguards, with the aim of making
sailing safer, navigation easier, rescue
quicker and more detailed information
available to sailors. His prize was £2,000
worth of computer equipment, including
an SX-64.
THE SUNDAY TIMES
Qz commodore
Young Comp
uter Brain
ofthe Year
;1984-
Summer and winter
THE NEXT OLYMPIC GAMES MAY NOT
be until 1988 but you won't have to wait
that long for the next installment of
Summer Games from American software
house, Epyx. The next Summer Games will
feature fencing, equestrian events and
possibly another diving competition.
However, the exact choice of events has
not yet been decided.
In September this will be followed by
Winter Games which should feature
bobsleigh, ice skating, grand slalom and
even barrel jumping whatever that is.
The last Summer Games was released
under license to Quicksilva but the new
ones will appear under the CBS Software
label. For more news on CBS look out for
the great competition for CBS Software in
this issue.
The C16 takes off
CRAIG COMMUNICATIONS HAVE JUST
launched a flight simulation program for
the C16. It is called Flight Zero One Five
and is based on the one of the same name
for the VIC. There are five skill levels and
all the usual features: instrument display,'
artificial horizon, status reports, pilot
rating, reverse thrust on landing (sounds
nasty), and realistic sound effects — "This
is your captain speaking. Drinks will be
served in 5 minutes." Tickets cost £5.95.
Craig Communications, PO Box 46,
Basingstoke, Hants.
Black Thunder
QUICKSILVA LTD, AND TONY
Crowther, Director of Wizard
Development Company, have formed an
agreement for Quicksilva to market two
of Crowther's games. The first, for the
Commodore 64, is called Black Thunder.
As the hero. Super Human Crow-Ther,
you must fight the evil Wizard as you
travel the roads of a surreal landscape in
your futuristic car. The action in the top
half of the screen scrolls smoothly as radar
shows you your progress. The
opposition's progress is shown in the
bottom half of the screen. Black Thunder
features software produced speech and
= =
will also drive the Currah Speech Unit.
Black Thunder is available on disc for
£12.95 and cassette for £7.95.
Quicksilva, Palmerston Park House,
13 Palmerston Road, Southampton, Hants;
tel. 0703-26515.
News
Pencil it in
THE DESIGNER'S PENCIL FROM ACTIVI-
sion enables you to draw graphics on the
screen and create sounds and tunes by
using the joystick. Activision claim that
this innovative product, designed by
Garry Kitchen, virtually eliminates
'computer control and complex
programming design' while allowing the
user to create pictures and sound 'with
the simplicity and fun of playing a game'.
It is supposedly impossible to enter a
command which the computer doesn't
understand since a Command menu
contains every command likely to be
used To design a game, the user need
only position a cursor arrow next to the
command of his or her choice and press
the 'Fire' button.
The Designer's Pencil is also
educational as it teaches people the
workings and potential of their home
computer.
The Designer's Pencil retails for £11.99
(cassette) and £19.99 (disc) on the
Commodore 64.
For further information tel. 0628-
75171.
E
Into battle
THEY'RE A BELLICOSE LOT AT U.S. GOLD
Hot on the trail of Raid Over Moscow
comes yet another 'war adventure' —
'Blue Max'. The 'Blue Max' of the title is
Max Chatsworth. The action takes place in
the cockpit of his plane during the First
World War as he battles against the Axis
powers U.S. Gold's hero must shoot
down enemy planes, bomb targets and
strafe gun emplacements and tanks. To
complete the mission. Max must make a
final assault on three specially marked
targets within the enemy's city.
The player has to master a series of
flying skills and bomb targets at the same
time as keeping track of fuel, altitude and
speed. The enemy retaliates with anti-
aircraft fire — and. beware any damage
and fuel leakage from Blue Max's plane.
U.S. Gold believe that the 3-D
diagonally scrolling screen gives constant
realistic action.
Blue Max is available on cassette or disc.
It retails on the Commodore 64 for £9.95.
A game for the new year
BIG BROTHER'S STOPPED WATCHING
us and George Orwell is just another
writer. It's 1985 — or, at least it is in the
latest offering from Mastertronic. The aim
of the game is to guide a small spacecraft
through a series of caverns to collect
stores of nuclear plasma. Having done
this, the final task is to locate and collect
the fusion core from the last and most
difficult cavern. As with all Master-
tronic games, 1985 costs £1.99.
Mastertronic, Park Lome, 111
Park Road. London NW8 7JL; tel. 01-402-
3316.
Alien Hotline
ARGUS PRESS SOFTWARE HAVE BEEN
inundated with calls from frustrated Alien
fans. Since there are so many people out
there who obviously can't solve the game
without further clues, an Alien hotline has
been set up.
Callers' problems range from being
Play it again, Sid,
TWO NEW BOOKS ABOUT THE
musical capabilities of the 64 have just
been published by Sunshine Books. The
first. Electronic Music on theCommodore
64 by Mark Jenkins (£6.95), explains the
SID sound chip and includes music
routines which can be included in your
own programs, in whatever style of music
you want.
The second, Commodore 64 Music is
written by Ian Waugh, a professional
musician who has already written a book
on music on the BBC. All the programs are
written in BASIC and they allow you to
produce chorus, echo, polyphonic music,
microtonal scales and even sound effects
like seagulls and foghorns. Vaughan
Williams' Sea Symphony here I come.
Sunshine Books, 12/13 Little Newport
Street, Lon don. ^^^^^^^
commodore 64 music
rr^ir^m^wrthyourrrkro
ionwough
unable to get into the shuttle to the best
way to kill the alien. And they're offered
such handy advice as to 'watch the cat' or
'get the cat box'.
If you are really in the depths of
despair phone Argus Press Software on
01-437-0626.
^2?
fx
f ^- W
m
A GA,N
ML.
@
A4.^— t'tOI"i?
B . the mult'-^^^ntowo"
" U,C 5* fi dcveloH (i( | |(?h , ni ng has
.11
r
□
3 -6
Awesome
in its conception
Brilliant
in its depiction
Dynamic
in its execution
The world you arc about to cmer bears no resemblance to any arena you ever
encountered before. Weapons arc of no avail in this small habitat.
The only sources of protection at your disposal are quick wits and fast reflexes.
The only reward is to survive against monsters of unbelievable ferocity and
cunning, and to avoid hazards more perilous and deadly than any you might find
on a trip through the outer universe. This is the real world, populated by the
creatures of our own inner universe, where nature is red in tooth and claw. Brace
yourself now, and come with Starcade into the still water and deceptive calm of
the SAVAGE POND.
COMMODORE, ATARI, BBC/ELECTRON (£8.95 each)
On disc for COMMODORE, ATARI, BBC/ELECTRON (£10.95 each)
ing retailers
STARCADE
produced by
ARGUS PRESS SOFTWARE
No 1 Golden Square, London W1R 3AB
Telephone: 01 437 0626
UpUp and Away
COMMODORE, ATARI, BBC
(£8.95 each)
On disc for COMMODORE, ATARI.
BBC (£10.95 each)
COMMODORE C16 ANDPLUS 4
LAS VEGAS
St
ZODIAC
OUT ON A bIMB
3D TIME TREK
FAST LOADER
LAS VEGAS Las Vegas brings all the
challenges of a deluxe arcade fruit machine
• direct to your fingertips. Many exciting features
include, gamble, cancel, collect, nudge and number options,
with a three row display and maximum payout of 20$.
K.B. Only C.16 £6.95
ZODIAC This is an enthralling arcade adventure in which the evil
powers of hell have scattered the signs of the Zodiac in the four hundred
chambers of the abyss. Struggle to collect these signs and at the same time try to
annihilate everything in your way. How long can you stay alive?
S. or K.B. C.16 £6.95
FETCH Race Petch around the screen, moving ice blocks to alter the maze, however, beware of th
nasty monsters who are constantly chasing Petch as you attempt to collect the bonus cherries. Also if you
can touch the edge of the maze the monsters will suddenly burst into flames, but look out they'll soon be back!
J.S. or K.B. C.16 £6.95
MOON BUGGY You must skillfully manoeuvre your jumping patrol vehicle over dangerous moon craters as wel 1 as large
boulders and cunningly placed mines. Not only this but avoid the hovering alien spaceship as it bombards you from above.
J.S. or K.B. C.16 £6.95
3D TIME TREK As sole survivorof the planet "Corillian'yourquestisoneof anger and revenge. Thestarshipyou are flyingis full of
the latest inboard computers and extra powerful sensors. Also included are full 3D graphics, to add unbelievable realism to this
fantastic journey through time itself, and beyond.
J.S. and K.B. C.16 £6.95
SK H amble Earth has been overrun by the Cobrons and its up to you to batUe through the six ferocious and testing sectors.
Adversaries include meteors. UFO's and deadly rireballs. Fly through an armoured city, then an elaborate maze and finally the
command base itself.
J.S. or K.B. C.16 £6.95
FLIGHT PATH Flight Path is without doubt the best flight simulator on theC/ 16and Amstrad.The many elaborate features include;
Altometer, flaps, directional headings, crosswinds. fires, ground warning lights and reverse thrust to name but a few. Also included
are smooth graphics as you take off. cruise over mountains, and land once again.
J.S. and K.B. C16£&95
OUT ON A LIMB This is a fantastic and in parts outrageously funny game. Based on the fairytale of Jack and the Beanstalk, Out On A
Limb is full of the most strange and eccentric characters you are ever likely to meet. Firstly, climb the stalk and jump onto the clouds,
then enter the giant's castle searching for treasures. However, watch out for vacuum cleaners, musical notes, televisions and potted
plants, all of which chase you round the many and elaborate rooms of the castle. Once the treasure is collected the single exit will be
opened, and then ?
J.S. or K.B. C.16 £6.95 W0\
Mail Order: 8 HIGH STREET HORLEV SURREY
24 HOUR CREDIT SALES HORLEY 02934 6083 Payment by: P.O.
AVAILABLE FROM YOUR COMPUTER STORE
ACCESS VISA
COMMODORE 64
TITLE
1. Ghostbuslers
2. Daley Thompson's
Decathlon
3. Raid over Moscow
4. The Staff of Karnath
5. International Football
6. Zaxxon
7. Beach Head
8. Booty
9. Combat Lynx
lO.Summer Games
11. Hunchback
12. Jet Set Willy
"B.Bruce Lee
U.Blue Max
15. Fighter Pilot
16. Football Manager
17. Pyjamarama
18. Monty Mole-Wanted
19. Chiller
20. Tapper
Retail sales for the month ended Dec 31 1984
PUBLISHER
Activision
Ocean
US Gold
Ultimate
Commodore
US Gold
US Gold
Firebird
Durell
Quicksilva
Ocean
Software Projects
Gremlin Graphics
US Gold
Digital Integration
Addictive Games
Mikro-Gen
Gremlin Graphics
Mastertronic
US Gold
MCKEYTHEBRICKY
Compiled by Gallup for
the industry's weekly trade
magazine. Computer and
Software Retailing. For
details contact John
Sorrenti, Computer and
Software Retailing, No. 1
Golden Square, London
W1R 3AB. 01-437 0626.
TITLE
1. Perils of Willy
2. Hunchback
3. Micky the Bricky
4. Jetpac
5. Psycho Shopper
6. Vegas Jackpot
7. Flight Path
8. Bullet
9. Snooker
10. Duck Shoot
* VIC 20 <
PUBLISHER
Software Projects
Ocean
Firebird
Ultimate
Masteronic
Mastertronic
Anirog
Mastertronic
Visions
Mastertronic
Retail sales for the month ended Dec 31 1984
Vic Game
tank in Paul
game for the
unexpanded VI
The mines appear at the start
and then disappear. You must
remember where they are and
do your best to avoid them:
You must go around the trees
which are scattered around the
screen. You control the main
either by using a joystick or the
keyboard. When you reach the
tank, the game starts again with
more mines but less time to
study them.
To play the game, type in
the first, smaller program and,
after checking the data, save it.
Then type in the other program
and save it (don't RUN it as the
program contains machine
code so it might crash). If it
crashes, check the data in
program 1.
Program Listing 1
MINEFIELD!
BY P. RANDALL
VIC 20 3.5 K"
PR INT
PRINT"«1
PR I NT "B
FOR J- 1 TO 15
P0KE3P873 , J IP0KE36875 , 128* J*5
FORR" 1 TO I 00 ' NEXTR
NEXT J JPOKE36875 f 0
PR INT "M YOU HAVE BEEN LEFT"
PR I NT" ■ IN A MINE FIELD"
PRINT'S YOU HAVE TO GET BACK"
PR I NT " ■ TO YOUR TANK. WITHOUT"
PR 1 NT ■ M WALKING OVER A MINE "
PR INT "B YOU ARE SHOWN THE ■
PRINT'JB-IINES AT THE START BUT"
PRINT" THEY THEN DISAPPEAR"
PRINT-M *HIT A KEYS";
GETL«« IFL««""THEN1028
PR I NT " iJS ^1 1 NEF I ELDS'*
PRINT "BH MOVE YOUR MAN EITHER"
PRINT" SJSING A JOYSTICK OR:"
PRINT'S *tB-UP aZB-OOWN"
PRINT"* »;S-LEFT S^S-PIGHT"
PRINT"»H"-LETS YOU LOOK AT THE"
PRINT" MINE FIELO AGAIN BUT"
PRINT'S EXPENDS 100 POINTS"
FPINT"MYOU CAN'T WALK THROUGH"
PR It IT "THE TREES OR BOUNDARY"
PRINT-M a^lT A KEYS":
GETL* ! IFL**"THEN1052
PR I NT ' MIHMMW I TAB < 7 ) " A-OAO I NGI
J»74 :s
READ*
I FA =300THEN 1 095
POKE J ,A
J-J 1 1 :GOTO 1075
GOTO 1500
DATA0 , 195 , 195,255,255, 135, 195,0
DATA0, 0,0, 0,0, 0,0,0 af
E
Program Listing 1 (cont.)
—
1 10P DATA63, 109,219, 183,237,219, 162,252,0,60, 1 02 , 90 , 93 , 1 02 , 60
1 105 OATA0, 16,56, 16,56,84, 16,40,63,0
1 1 10 DATA0,0, 19, I 1 ,5,3,3,0,0/0,0, 123,3,255,255,7,31 ,63, 127,255, 127,63
1 1 15 OATA31 , 131 , 192,240,252,255,254,249, 192,0
1 120 DATA0, 0,0, 0,0, 192,224,0,0,0,0,0,255, 15, 13 , 192 , 192 , 1 92 , 192 , 192
1 125 DATAc40,252,255,3,3,3,3,3, 15,63,255,255
1 130 DATA255, 254, 252, 220, 196, ! 92, 192,255,255, 127,59,35,3,3,3,224
I 135 OATA24P, 254, 254, 254, 254, 254, 255, 7, 31 ,127, 127,127,127, 127,255,60,300
1500 DATA 1 20 , 169,0, 14 1 ,20,3, 169, ***, 141 ,21 ,3,88,96, 169,0, 141
1510 DATA 19, 145, 141 ,34, 145, 173, 17, 145,41 ,31 ,74,74, 133, 144, 173, 17
1520 DATA 145,4 1 ,32,74,5, 1 44 , 1 33 , 144 , 1 73 , 32 , 1 45 , 4 1 , 128,74,74,74
1525 0ATA74,5, 144,73,31 , 1 33 , 1 44 , 1 63 , 255 , 14 1 ,34, 145 , 76 , 19 I ,234 , 234
1530 T=0iS-673
1540 FCRI-0TO63
1545 RE ADA*! | FA*= " * * * - THENPOKES *• I , < S ♦ 1 3 >/256 : POKES ♦ 1 -5 , <S ♦ 1 3 ) AND255 I NEXT
1550 POKE I*S,VAL<A*> lT-T*VAL<A*> i NEXT
1565 POKE198,0iPRINT"»MBI"CHR*<34>""CHR*<34>:POKE198,2tPOKE631,19!POKE632,13i:N
EU
READY.
Program Listing 2
v
< 1 -5 )
lM- 10 IM-3 J
E
1 P0KE52,28IP0KE56,28
5 P0KE36669,255
9 PR1NT"^|«:NTER SKILL
10 P0KE36879, 136! C =7703
15 P-8152tQ-38872iL»l
16 6Y8673
17 GCSU6450
22 F0RJ=1T0SKILLINEXT
23 P0KE36879, 10
30 PRINT-^aia^CORE-JSC
33 PRlNT"Ha"TAB< 12 * "L IVES
45 X«PEEK< 197>
47 P1«P:01"0
49 IFXX640RST< >0THENSC -SC * 1
50 1FST- 10RX- 1 ?THENP=P-22 i 0*0-22
52 IFST«2ORX-33THENP=P422i0-Q+22iGO
54 IPST»80RX«:-.5THENP«P*1 IQ-QM iGOTO
56 IFST=40RX=27THENP*P-1 l 0-0- 1 sGOTC
58 IFST = 9THEf* , =F-21 I 0-0-21 IGOTO70
50 IFST" IOTHENP »F »23 » 0-Q< 23 IG0T073
62 IFSTs6THENF'=P*2 1 IQ"0+21 SGOTO70
S4 IFSTt5THENP=P-23!Q-0-23
-•0 irFEEK<r>-34THEMG0SUB175 %,
72 IF:->43THENFOKE36879, 136IFGPJ-1T
= 0
75 !FPEEK<P> ■?30RPEEK<P> >4 1 ANOPEEK <P X480RPEEK <P >
30 1FPEEK<P ' C 4GANDPEEK <P > J35THEN140
120 F'OKEP 1 ,3.'? SPOKEG' 1 ,0
123 P0KEF,35iP0KE0,5
125 IFM< 1 THEN80P
135 GOTO .2 8
1*0 REM HOME
14! PCKEP1 ,:*2!P0KE01 ,0
1*2 -3OSUS850
143 POKE198,0
145 rFINT"^«a WELL DONE "J
147 G0SUB848
31THENP*P1 !0=Q1 1G0T0135
Vic Game
Program Listing 2 (cont.)
150
152
155
157
158
160
164
165
170
175
176
177
160
185
187
190
195
450
455
0,5
J 5 7
PR INT "MS 'JOU TRY AGAIN
GOSUB840
PPINT-«U HIT A KEY
GETL*l IFLS=-' •THEN I 57
PRINT'S "t
SC-SC*L*50!L«L4 1 IM»M+5:SK ILL*SK ILL-SK ILL '25
P-8I52IQ-38872
P0KE36879, 136
PR INT-J" :G0T017
F0RJ»1T07
POKEP 1 ,32»P0KEOl ,0
POKEP , 34 : POKEO , J
P0KE3GS78, 1 5 I PCK E36S76 , 12S4J»1C
FCiPK = lTOI0(i:tEXTK
Nemtj
N-N- 1 :POKE36676,0
POKEP ,34 ! POKEO ,2 : F"6 152 (0 =38872 : PETURN
REM BORDER
!!I!!!!!"J I POKE 7680 ,33 ! POKE 3840
POKES I 52, 35 I POKE 38872 ,3
4S0 Z -770 1 t Y-38400-7680 : FOR J-0TO22 I POKEZ ,33
+22 I NEXT
465 PRINT"«B|) I I II I I I I I t 1 I 1 I | I | I £ ! t "J
520 GOSUB700
530 REM TANK
540 PR INT IPR I NTTAB ( INTCRND ( 1 >*18>+I > [*i r«Bt "
550 REM MINES
555 FOR J "0TOM
560 0«INT(RNO( 1 J*459>
565 IFPEEK < C +0 > -32THENP0KEC +D , 34 i POKEC + D *Y , 0 i J - J + I
570 J" J - 1 I NEXT I RETURN
700 REM TREE
710 FORJ-0TOI5
712 A= INT < RKD ' 1 > *4 15) *7703
723 IFPEEK <A >-32ANDPEEK ( A* 1 ) *32THENP0KEA ,47 i POKE A • 1 ,46
POKEZ +Y,5i POKEZ ♦! , 33 i POKEZ ♦ 1 ♦ Y , 5 i Z =Z
P0KEA+Y,5 I POKEA+Y+ 1 ,5 I GOT
0730
725 J»J-| IGOTO750
730 IFPEEK <A*22)»32Ah«PEEK<A+23>=32THENP0KEA+22,45tP0KEA«-23, 44 «P0KEA*22»Y, 5 I POKE
A+Y+23,5tGOTO740
735 J=J-I IP0KEA,32IP0KEA+I ,32:GOTO750
740 IFPEEK<A*44»«32ArOPEEKCA+45>=32THENP0KEA*44,43iP0KEA+45,42lP0KEA*Y+44,5iP0KE
A*Y*45 ,5«GOTO750
745 J = J-1 :P0KEA,32IP0KEA+1 , 32 i POKEA+22 ,
NEXTJ: PETURN
P0KE36878, 15
FORJ-20TO1STEP-1
P0KE36876,255-J*5
NEXT:POKE36876,0
P0KE36877,255
FORJ» 1TO1000IM:XT
POKE36877,0 ^ / r***m
F'PHJT-aMa GAME OVER
GOSUB840 IfT^^!^ /(f
PRINT-«H YOU SCOREO'fSC
GOSUB840 /T^T^)?/
PRINT*HH AND GOT TO LEVEL
GO5UBB40:POKE 198,0
PRINT u «a HIT A KE 1 !
GETK*( IF K*=" "THEN82S J
i RUN
FOR J - 1 TO l ©00 I NEXT ( RETURN
P0KE3687B ,15s FORE - 1 30TO254 : P0KE36876 ,E
NEXTE ! P0KE36878 , 0 I P0KE36876 ,01 RE
THE ADVENTURE GAMES WE KNOW
and love so much, provide us with a narra-
tive as we move along — the descriptive
location texts, that so often make or mar a
good adventure. Additionally there may
be a graphic representation of what we
can see at the different locations.
But if we go back to the original basic
scenario for an adventure, we may well
find that there is another path by which
we can achieve our goal — the arcade
adventure. In certain cases it is difficult to
know where to draw the line between
what is purely an arcade game and what is
an arcade adventure. Many of you will be
familiar with Chuckie Egg {A 'n' F Soft-
ware) and Manic Miner (Software Pro-
jects). Both of these involve moving
around a specific series of locations col-
lecting sufficient objects to enable you to
move on to the next screen.
In neither of these two cases would
anyone call them adventures. The puzzles
involved afe principally those of physical
co-ordination and manipulation of the
joystick, even though a logical path has to
be determined as well.
As time passes, I think we will see more
and more adventures which are joy .tick
operated, and that have little or no text.
That is not to say that they will take the
place of the more traditional form bur will
appear as a separate branch of the
expanding software options that become
available.
For some time there have been a
number of programs for the Sinclair
Spectrum that fit this category, such as
Atic Atak and Sabre Wulf (both by
Ultimate). Only recently have we had
similar productions for the Commodore
64. Four programs that move along this
alternative branch of the 'adventure tree'
are: Hercules, Cuthbert Enters the Tombs
of Doom, Quo Vadis and Impossible
Mission. How do they rate as adventures?
Hercules by Interdisc, looks at first
sight to be another Manic Miner variant.
You play the part of Hercules and have to
solve the twelve labours set him by King
■ Eyrystheus. Each task is preceeded by a
screenful of text describing the labour
that has been set. There are no objects or
(treasures to be found as you progress
through each adventure but what you do
have to solve are a series of logical
puzzles/mazes that will enable you to
*1
3
1
tIIe
reach your objective.
Each labour consists of several screens
(50 in all) but unlike Chuckie Egg or Manic
Miner, not all of the floors are visible —
you have to work out where they are.
Some paths burst into flames when you
tread on them, some disappear. Ropes
that you jump for, could brek under your
weight.
A reasonable amount of physical
(joystick) dexterity is required and if you
tarry too long at the beginning of each
part, the floor beneath you burns and you
perish. Be prepared to die fairly often as
you determine the right path to success!
Unlike many related games, Hercules
uses random access to the first eleven
labours, so you are not continually faced
with the same screen each time you start.
Only having solved the first eleven can
you then attempt the final part!
Although Hercules can only barely
scrape into the 'arcade adventure' class, it
nonetheless presents a time consuming
and interesting game, with good graphics,
and many of the problems that you will
find in other types of adventure. With
Cuthbert by Microdeal, not only do you
get a game with the now familiar 'cuddly
Cuthbert' as its hero, but also a very well-
presented small booklet with "ye sette of
instructions and clues". Read it carefully
— not only will you gain an insight to
playing the game, but Cuthbert's sense of
humour should bring some amusement
to the proceedings. I particularly liked the
pages entitled 'Tombstones' — read
the small print!
Your (Cuthbert's) task is to travel as far
as possible through the ancient tombs of
Ledromica. Travel far enough and you will
come across areas of the tombs that
represent letters; spot all of these and a
prize awaits you from Microdeal. We are
told that there are more than 200
chambers, so you have some way to go!
Every so often you will find your way
blocked by a locked door — easy enough
to open, all you need is a key! The keys are
heavy, so you may only hold one at a time
and having used it, you must find another
to open the next door. The air between
each set of locked doors is steadily being
used up as you puff and pant your way
around. To make it more difficult, there is
a definite time limit, within which you
must get a key to open the next door.
There are numerous treasures to be
found along the way but do not let your
greed overcome your need for oxygen!
There are 'baddies' that appear shortly
after you enter a chamber and you may
destroy these by using the 'Ray of Ra' (but
they still come back if you hang around).
You also have another ultimate weapon
that paralyses the evil ones — but having
used it, you must then collect enough
treasure from appropriately coloured
rooms to top up its potency for re-use!
This is not a very intellectually
demanding game — other than
remembering where you last saw a key or
spotting red herrings that may tempt you
to use a key or your time unwisely. It can
certainly become quite addictive up to a
point and will tax the average
adventurer's skill to progress past about
100 chambers! The only real
disappointment is that although the
graphics are quite good, they are
repetitive and probably this fact alone will
finally inhibit further incentive to
continue.
Third in our present list of arcade
adventures is Quo Vadis by The Edge. For
those whose Latin is a little rusty, the title
translates as "whither goest thou?" Very
apt for an adventure game and especially
this one whose sheer size of area to
explore is probably approaching the
equivalent of 1000 screens!
Your aim is to find the 'Sceptre of
Hope' hidden deep underground —
should you be the first to do so and send
in a map of Quo Vadis, you may stand a
chance of winning an actual sceptre
worth £10000. Go to it!
You play the part of a 'spritely knight'
whose name in another reincarnation
must surely have been 'Spring Heeled
Jack' — his capacity for jumping is more
commendable! Not only is the movement
very smooth but as he moves he fires a
continuous stream of fire balls — very
reassuring. There are many rocky
platforms in the chambers for you to jump
to/from, and you won't die if you fall from
a great height — unless you happen to
land in a pit of boiling tar! There are ropes
to climb and a whole host of beasties to
fight off. Should they or their missiles hit
you, you lose 'strength points', which in
turn may be accumulated {up to a
maximum of 100) by finding a series of
chests hidden in the caverns.
The background scenery is basically a
variation of the same graphics again and
again, but as the layout is so vast and the
combinations so cleverly put together,
you do not become bored with any
similarity. Also the variety of 'baddies'
keeps you on your toes.
There are a number of 'force fields'
that these aggressive inhabitants are
unable to pass and these enable our
intrepid adventurer to nip out, take a few
pot shots and retreat to safety. Repeating
this routine allows you to clear the way
with little or no loss to your strength. On
the other hand there are some positions
where it is impossible to employ this
technique.
Although this game does not appear to
provide a vast number of puzzles in the
sense of the more conventional
adventure, it certainly gives the would-be
explorer a vast area to wander about,
together witHall the problems involved in
mapping and finally solving such an epic.
Impossible Mission from Epyx must
rate as the top of the range as far as arcade
adventures go at the present time. Very
briefly the scenario is that you (Special
Agent 4125) must penetrate the
underground stronghold of mad
Professor Elvin Atombender (hereafter
known as Elvin) and break his security
codes to find his control centre.
Having located Elvin you must stop
him completing his evil plans to destroy
the world. Your predecessors. Agents
4116 and 4124 (may they rest in peace!)
were able to send back a little information
that may help you (all given in the
excellent instruction booklet) but apart
from this, your only weapons are your
keen analytical mind and your MIA9366B
pocket computer!
On loading the game you are
welcomed by Prof Elvin with: "Another
visitor; stay awhile. . .stay forever". This is
to enable you to adjust your volume
control. Yes, Impossible Mission has
speech synthesis — clear as a bell too!
You start in a lift (elevator to our
American cousins) and whilst here, or in
one of the passages directly alongside,
part of the screen displays your pocket
computer output. With this you can map
the rooms already visited, view the coded
puzzle pieces you may have found and
rotate these pieces to see if they fit a
pattern or change their colour. Other
coded patterns may be found to enable
you to paralyse the robot guards or reset
the moving floor panels. The PC display
also keeps track of the time you have left
to succeed in your mission.
Travelling in the lift allows access to
other floors and rooms and moving along
corridors or rooms creates excellent
echoing footsteps. Press the fire button
and Agent 4125 executes the most
remarkable mid-air forward flip — very
useful for somersaulting over robots
(sometimes!) Enter a room and you hear
Elvin's voice saying: "Destroy him my
robots". You fall through a hole in the
floor and hear yourself scream on the way
down!
Impossible Mission is quite a
remarkable game and, although I'm
better at solving text puzzles than at
solving jigsaws (the hidden coded
patterns), I would recommend this one to
anyone — if only to see what can be done
with the modern home computer.
Each of the four 'adventures' I've
reviewed requires a certain dexterity with
the joystick — but if one has an arcade
adventure, I think you must expect it,
after all that is the 'raison d'etre' of the
arcade game.
Not all of these games will appeal to
everyone, but try and get your local
computer shop to get them up and
running for you. I wouldn't mind betting
that at least one of them will 'get you'. It
will certainly prove interesting to see how
this branch of the computer adventure
saga progresses in the future.
More on mapping
Those that have read this column before
will probably have realised that I put a
great deal of stress on thorough mapping
of advenuture games. In its most simple
form, all you need is a large sheet of
paper, a pencil (and an eraser for the odd
mistake) and a cool head!
Where we can so easily go wrong is by
not being neat and methodical and also
the silly situation where we draw our
boxes too large and don't have enough
room on the paper, or make them too
small to list all we find in that location!
Print n'Plotter Products have now
come to the aid of the adventurer with
their 'Adventure Planner'. In the past this
firm have produced several extremely
useful products that have made the life of
the programmers much easier — mainly
plotting sheets for Hi-Res pixel graphics,
sprite design pads and so on.
Adventure Planner gives you 50 sheets
of A3 size paper with 154 linked location
boxes (on an 11 x 14 grid) printed in light
grey. The boxes are a reasonable size to
write a brief description of a location,
together with what you have found there.
Outline the box and the movement
possibilities in pen or soft pencil and your
map will stand out from the grid — simple,
useful and logical — thanks P'n'PP.
Notes on how to use, and a simple
example are included on the first page —
thereafter there is room for Adventure
name, notes, dates, vocabulary etc. The
only point I would add is; still do a rough
initial map on a scrap of paper, as before
serious mapping you should have some
idea whether your adventure will develop
to the North, South, East or West! For
instance, Eric the Viking (Mosaic) starts in
the East and all initial action takes place as
you move West — therefore you would
start mapping to the right of your page,
wouldn't you?
Print n'Plotter Products A3 Adventure
Planner should retail at £3.95 — if you
cannot find one locally, write directly to
them at: 19 Borough High Street, London
SE1 9SE, and enclose £4.50 which includes
post and packing.
Fight off the mid-Winter
blues by curling up in front
of the fire with a book from
this month's selectioi
reviewed by Allen Webb.
Title: Computer Art and
Graphics
Author: Axel Bruck
Publisher: Petzold
Price: £14.95
_
WITH MOST OF THE HOME COM-
puters appearing today having some form
of advanced graphics capability, interest is
increasing in the area of computer art.
This volume presents a serious but easy to
use discussion of certain aspects of the
topic. As I'll discuss later, the book is sadly
lacking in a number of areas. The pro-
grams presented in the book were devel-
oped on the Apple computer, but can be
readily extended to other machines.
Before continuing, I think it's a good
idea to attempt to differentiate between
graphics and art. The word "graphics" is
often misused. My interpretation is that
graphics are simply the representation of
visual information — on your TV screen, a
sheet of paper or a bathroom wall, for
example, whereas art is the
communication of ideas through a
suitable medium such as stone, paint or
your computer's graphics. The point the
book and I are making is that your
computer's graphics are simply a means to
an end, and that end can be art.
In the foreword, the author of the
book suggests two approaches to
"computer art". First we have the
computer specialist approach. In this case
the computer is given a full set of design
rules, a full set of algorithms and the
result is a 100% computer generated
product. On the other hand, the
computer can be used as an aid
(computer aided design-CAD) which
generates a variety of shapes or effects.
The picture is then finished by the artist
giving a human element. The author
adopts the latter approach, simply
because art needs that human element.
To assist your creation of pictures, a
library of routines are necessary. This
book provides such tools. It has been
known for a long time that three
dimensional matter can be resolved into
geometric forms. The cubists and
Cezanne, for example, exploited this
idea. Similarly, most of the routines given
in the book produce hexagons in various
forms. Using this simple shape, complex
structure can be created.
The book is carefully structured and
routines slowly become more complex as
you progress. Things start with simple
Computer Art
and Graphics
how IO prop aim
wrth pvKTMl computet
single and multiple shapes and progress
to 2 dimensions, 3 dimensions,
perspective and movement. The most
complex routines enable you to build up
shapes, ellipsoids and toroids using solid
sub-shapes. Again these shapes can be
moved and made to obey the rules of
perspective. Throughout the book,
colour plates of pictures are given
showing what can be done. Most of these
plates have to be drawn on a plotter with
colour and other effects air brushed on
afterwards.
The book is a joy to use and very easy
to follow. The program listings are clearly
laid out with copious notes in the text. The
development of ideas is augmented by
clear diagrams and the presentation is
faultless. As a hard-back book, this
volume is good value for money and
deserves a place on your library shelf.
Inevitably, there are weaknesses.
Firstly, the emphasis on hexagonal forms
leads to rather monotonous pictures.
Other forms such as triangles and
tetrahedra have their own value,
especially ift the formation of smooth
undulating surfaces. The author seems to
have a predilection for surreal forms
featuring eye balls. Whilst the picturesare
technically excellent, more variety would
be an idea. None of the routines use
hidden line removal. Which can be slow
and complex, but if you're using the TV
rather than a plotter, it makes pictures
easier to resolve. In spite of these
reservations, the library of routines is
extensive and powerful.
For the sake of 64 owners, the author
includes a BASIC routine for plotting
points which can be readily inserted into
the drawing programs. Since all is in
BASIC, the drawing of shapes tends to be
slow. Owners of extended BASIC such as
BC BASIC or Simon's BASIC should have
little difficulty in converting the routines.
I tested out the routines using Supersoft's
GRAPHIX 64 and found the results quite
acceptable.
The one drawback of the approach
used in this book is that things are still
rather mechanical. If you want to produce
a freer form of art, you must resort to
alternative methods. These include light
pens, graphics pads and mechanical
tracers. There are a number of excellent
products about and the only limitation is
your skill and imagination.
Title: Game Master
Author: P.K. McBride
Publisher: Longman
Price: £5.95
THIS BOOK INCLUDES LISTINGS FOR
the reader to type in as well as
programming advice. Whilst this means
that you only get four games to play, you
will learn something at the same time. The
book is split into three sections covering
action games, adventures and interactive
or strategic games.
The author introduces each aspect of
the type of game, demonstrates it with
some example routines and then gives a
full listing to type in.
The first section deals with the
creation of arcade type, "zap-the-alien"
games. The areas discussed include the
design of title pages, movement of sprites,
delays, sights for shooting games, halls of
fame, mazes, special effects and sound.
There's quite a degree of overlap
between sections but this tends to
enhance the impact. Above all, there is
sufficient information and ideas to
stimulate most users. Much to my
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surprise, the author acknowledges the
speed limitations of BASIC and discusses
the use of compilers and FORTH as faster
alternatives.
As an adventure buff, I found the next
section interesting. Again all aspects of
the programming methods used are
discussed, ranging from planning the
scenario to randomness. The final section
on strategy games is, not unsurprisingly,
the shortest. General concepts are
discussed, but when it comes down to it,
simulations are pretty tough to program
well. The book concludes with three
appendices which discuss BASIC
keywords, the design of characters and
the manipulation of sprites.
Game Master is a rather rare breed.
Firstly, it is fun in that it gives a number of
full games and some short routines to
input and play. Secondly, it's a mine of
useful facts, hints and most importantly
for games writers, ideas. At the price, it
represents excellent value and is worth
close examination.
'yo^micro think
ence
64
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0
Commodore 64
/ GameMaster/
Title: Artificial Intelligence on
the Commodore 64
Author: K & S Brain
Publisher: Sunshine
Price: £6.95
ASK ANYONE IN THE STREET WHAT
their conception of a computer is and
they will probably think of something
between Metal Mickey, Hal (from 2001)
and R2D2. The sad truth is, however, that
computers are basically pretty stupid and
will only do what they are told. This book
discusses some of the ways in which you
can make your 64 appear to be intel-
ligent. Rather than adopt an erudite,
in-depth approach to the subject, the
authors combine a little theory with
demonstration programs which are
described section by section. These
programs can be used as a base upon
which you can develop more complex
models. To help the reader understand
the techniques described, many flow
diagrams are provided.
The first five chapters deal with the
interpretation of language. These
techniques feature in adventure games
and such Al classics as Eliza and Abuse.
The problem of parsing the input text, the
recognition and interpretation of words
and the formulation of responses are
covered in detail. The chapters are
carefully structured so that simple
concepts are introduced and then refined
to give greater flexibility and power.
Having a computer that simply gives
an amusing response to something you
type in does become a little dull. In the
next couple of chapters, the authors apply
themselves to learning programs in which
the computer acts as an expert with an in
built data base. The idea is that the
machine asks you questions on a subject
and it remembers your replies, using
them to modify its reactions later. One of
the ideas developed gives you a fault
finding system for cars. The computer asks
you questions and gives it's diagnosis of*
the fault based on your responses.
The final chapters deal with the
problem of recognition. Firstly, a
technique called "Fuzzy Matching" is
discussed. This is a system introduced in
the USA to assist in census taking. By using
a set of rules, names are reduced to a four
character code. A program is provided
which shows how the matching of names
can be carried out using this technique.
Finally, a simple demonstration of shape
recognition is given.
This is both an educational and fun
book which handles a potentially
complex topic in a nice simple manner. If
you want to really see what your 64 can do
rather than just play games, try this book,
it's well worth reading.
tHllL.Bthrendt / Jfc
'CDT IND FOR THE __
' LIBRARY
Title: Music and Sound for
the Commodore 64
Author: B.L Behrendt.
Publisher: Prentice-Hall
Price: £34.78
THE INCLUSION OF SOPHISTICATED
sound chips such as the 6581 means that
you have the added extra of sound
synthesis without the need to buy a
separate synthesiser. In addition to the
annoying lack of sound commands on the
64, sound synthesis is a complex field that
isn't readily mastered. This book is one of
many dedicated to the discussion of
sound synthesis. The package in fact,
comprises a disc and a book. Rather than
force you to type in all the programs
discussed, they are recorded on the disc
leaving you free to concentrate on the
theory of the music.
The book starts with three chapters on
theory. These cover the physics of sound
and the fundamental units of sound
synthesisers. These chapters are
important since they introduce the
subject and describe how the operations
encountered later work. Details of the
various registers in the 6581 are given
along with operational parameters.
The remaining chapters cover many
interesting aspects of sound synthesis .ind
provide routines to demonstrate the
lessons learned. The most noteworthy
routines provide facilities for the
development of sounds, music editing
and a simple sequencer. The information
in the text provides example settings
which can be used in the programs to
produce interesting effects.
Computers can be programmed with
certain rules of operation to behave in a
human-like manner. This is often called
artificial intelligence. A similar exercise
can be carried out with sound so that the
computer generates music. Simple music
generation techniques are introduced
into the book demonstrating how sound
based on simple scales or chords can be
generated. Surprisingly the effects are
quite pleasant if not a little monotonous.
Finally, you are provided with a number
of routines for sound effects which are
not only suitable for use in your own
programs but can be developed to give
further effects.
Overall, this is a highly entertaining
and useful package which is well written
and presented but the price is ludicrous:
half the price would be nearer the mark.
Title: Turbocharge your 64
Author: P. Worlock
Publisher: Longman
Price: £5.95
AUTHORS OF BOOKS LIKE THIS OWE A
lot to Commodore's policy of providing
useless manuals with their computers.
This book, rather than providing
information on the basics of the 64, claims
to tell you how "the Professionals" do it. I
rather dispute this claim butsome readers
might believe it. In essence the book gives
masses of hints, tricks and wheezes which
will certainly embellish your
masterpieces. Because of this approach,
the treatment of information tends to be
of a "potted" nature rather than "in
depth".
To get you in the mood for writing
wonder programs, we start with program
structure and a discussion of the various
functions available from BASIC. As a
simple intoduction to structure, these
chapters aren't bad, but the lessons learnt
aren't very earth shattering. The section
on functions discusses the trans-
cendentials and RND but doesn't cover
any new ground.
One of the "in" phrases in computer
circles is "user friendly". The author
recognises this attribute and gives quite a
decent section on interaction. This covers
methods of inputting information, error
trapping and formatting of displays. A
short machine code PRINT AT routine is
given as a handy utility. The area of
interfacing is extended later in the book
to cover joysticks. Again a machine code
utility is supplied as an aid.
The sections on graphics are of a
higher standard and cover most of the
important areas. There's a fair discussion
of the memory organization of the 64 and
how to redefine characters, the use of
sprites and high resolution graphics.
Simple character movement is described
as is the use of sprites to give simple
animation effects.
Finally for lovers of music and sound
effects, the operation of the SID is
examined along with a reasonable
amount of musical theory.
I found it a little difficult to decide
whether I loved or loathed this book. The
treatment of the material is good but the
book does not give the claimed
"professional' techniques. The material
supplied is quite standard and no more
than I would expect in a manual.
Throughout there are short BASIC
routines which demonstrate various
points and the presentation is lively and
attractive. If I do have a complaint, it is
that the chapters tend to be rather short
and occasionally superficial.
Mirage
SOFTWARE &
DISTRIBUTION
1 Sandy Road
Top Floor YC
Seaforth, Liverpool
L21 3TN
Tel: 051-928-8443/4
PROGRAMMERS
WE ARE LOOKING FOR TOP QUALITY PROGRAMMES TO MARKET IN THE
UK AND ABROAD. THE PROGRAMMES MUST BE OF TOP QUALITY AND IN
MACHINE CODE WITH GOOD GRAPHICS AND SOUNDS AND ORIGINAL
CONCEPT WE ARE LOOKING FOR PROGRAMMERS TO CARRY OUT WORK
ON NEW MACHINES SUCH AS THE C.B.M 16 AMSTRAD AND M.S.X.
WE CAN SUPPLY THESE MACHINES TO CARRY OUT WORK FOR
MIRAGE. WE ARE ALSO OFFERING £500 PRIZE FOR THE BEST PROGRAMME
RECEIVED BY THE END OF FEBRUARY 1985 WHICH WE WILL DECIDE TO
MARKET WE OFFER AN OUT RIGHT PAYMENT OR 10% PLUS PAYMENT OR
20% ROYALTIES FOR MORE INFORMATION CONTACT THE SOFTWARE
MANAGER HE WILl BE GLAD TO LISTEN TO ANY QUESTIONS YOU MAY
HAVE
PROGRAMS COMING SOON
THE COUNTS CASTLE
COMMODORE 64
£6.95
CASTLE GREYSKULL
48K SPECTRUM
£5.95
SALES MANAGER SOFTWARE MANAGER
T.C. SAPHIER C.A. SAPHIER
NOTE WE HAVE MOVED TO NEW PREMISES
Collect cherries as you
fend off the spiders in
this fruity, fun-filled
game from F.G. Tout.
YOUR TASK IS TO GUIDE
Freddie through 5 different
waves, collecting cherries as
you go. You score 100 points
for each cherry you collect.
But, watch out for the spiders,
etc. ..they're out to stop you.
Plug your joystick into port
2; lefNeft, right=right, fire
button to jump. You can guide
Freddie after he has jumped:
for a long jump, keep the
joystick to the left or right; fora
short jump, release the
joystick; to jump up, do not
move the joystick at all.
You score 100 points for
each cherry you collect. You
have 3 lives with an extra life on
waves 3 and 5.
mm
0
PICKER
31
8
a
mum
Program Information
Part 1 ... This is all sprite data.
Part 2
10 299 U.D.G.s
300 430 New Letters
999 2040 Music Interrupt
2100 2380 Music Data
19999 Machine Code (REMmed)
Part 3
2 81 Subroutines to check for
collisions with spiders or
other nasties, and whether
you pick a cherry.
100 400 Variables and define-
functions.
500 550 Mainframe
900 1059 Screen 1
1100
1172
Screen 2
1200
1295
Screen 3
Screen 4
1400
1498
Screen 5
40000
41111
Keep Score etc.
49999
50030
Game Over
60000
60299
Title page
Variables
V
= Sprite variable
Li
= Lives
Le
= Level
S1,S2,S3
= Sound
J
= Position of Fred
G
= Var
L
= J's port
M1,M2,M3
= M/C addresses
H,K
= Collision
registers
Program Listing
4 REM CLR-ORN
3 POKC332B©,9iPO»E3328l ,9«PRIMT-^j:HERRY PICKER
16 I-8IFORl-8TOG4»7-l iREADAiP0K£2IB«64*I ,Air*XT
28 OATA2, 168,8, 18. 17B.8, IB
23 DATA82,8,9 -35 ,B, 9,8*
38 0ATA8.9,88,B,6,64,e
35 0ATA2.96,B, IB. 168,8,9
35 OATA16B,B. 9. 168,8,9, 168
0ATA8.9, 168 ,8, 13,232,8
DATA 13, 231 .8 , 3 .253 ,8 ,93
0ATA287 , 192, 126,3, 192, 1 12,8
DATA I 12,64 .0 .88,8,8,84 ,B
DATA 2 , 168,8, IB, I 7B ,8 , IB
DATAe2,B.9.32,B.9.84
IV FRAf* TOUT 1
48
45
38
33
68
65
76 OATAB, 9. 8B. 0.0. 64,6
75 DATM^Nft. IB. 168. 8,9
B0 0ATAI68, 0,9, 168,6,9, 168
8? OATA0, 5, 168,0,7,333,6
98 OATA7,23l,8.3,2S5,6,23
37 DATA387, 192,31 , 193, 198.31 . 1 , 198. H
,1,64,8,1,80,0
IBB OATA2, I6B.B, 10. 170,0. 10
IBS OA TABS , B .9 .3? .0,9 ,84
110 OA TAB ,9,88,0,0 ,64 ,0
113 OATAB, 96, 0,16,168,6,9
126 0ATA168, 8,5, 168,0,6, 168
183 OATA0, 82. 169, 0,31,833,0
130 DATA**, 848, 0.7, 855, 0, 7
133 OATA807, 0,7. 13,0.4,7
148 OATAB,8,3,0,B,3,64,B
145 OATA8, 160,0, IB. 170.0. 10
13B DATAB8,e.9.32,B.9,84
153 OATAB, 9,80.0.8. 64.0
160 DATA8.96.6, 10, 168, .9
183 0ATA168, 0,3, 169,0.6, 168
175 OATA0. 88. 169,0,3 I .853,0
185 OATA 1 3 ,252 ,0.1, 184 ,0,1
IBB OA TA858 ,0.1, 804 ,0,1, 58
193 OATAB, 0,80, 0,0, 81 .8-8
280 OATA8, 168,0, 10, 170 ,0 , 10
803 OATAee.0.9.38,0,9,84
810 DATAB,9,BB.0.0.G4,6
813 0ATA8.96. , 10, 168, ,81
280 OATA168.B.21 , 169.B.9B, 169
225 0ATA64 .74 , 168 ,64 , 15,858,6
830 0ATA15, 852. 0,13. 220. 0.3
833 DATA330 ,0 , 3 , 2B8 ,0 , 3 .208 ,6.1, 198 ,6,1 ,80 ,6,0
840 0ATA8 . 168,0, 10, 170,0 , 10
843 DATAe8.0,9,32,0,9.e4
830 OATAB. 9, 80,0.0. 64,0
855 OATA8, 96,0, 10, 168,0,21
860 DATAI69,6,83, 169,64,74, 168
865 0ATA64 , 10, 160 ,0. 15,838,0
870 OATA 13, 838,0, 13,232,6,3
873 DATA252. 0, 15,8 12,0,7,80
380 DATA0.5.5.0.3.64.0.B
340 0ATA2 . 168 .0. IB, 170, B . 10
345 DATA82,0.9,32 .8,9 .94
356 OATAB. 9, 86, 6. 6, 64. 6
333 0ATA8. 96, 6, IB, 168,6,81
366 DATAI6B,6,85, 169,64 .74 , 168
363 0ATA64, 10, 168,0, 13.838,0
37B OATAI3, 833, 0,13,833.0.63
375 OATA287, 198,835, I , 198,98, I
380 0ATA64, 80, I ,80,86.6.6,6
390 FOR I -0TO64 »6 - 1 1 RE ADA i POKE223»64 • 1 , A I HtXT
460 0ATA2, 176,6, 16, 168,6, 16
463 OATA80,0,9,38,6,9,e4
410 DATA0,3.B0,0,64,64,4
413 OATAB8. 96, 86. 28, 169.68.5
430 DATA169,64 ,9, 169,6, 16, 168
433 DA TA6 ,18,1 69 , 0 , 63 , 239 , 1
430 OATA137, 855, 843, 124.3,244 ,64
433 OATA0,8.B,e.6.6.6
440 DA TA0 ,0,0,0,0,0,0,0
443 DA TAB ,6,8, 84 ,6,8, 28
450 OATA 1,0, 58 ,5,0, 60 , 88
433 DATA6, 68, 88. 169,62, 166, 168
466 OATA63. 16B.86, 14, 168,86. 14
463 0ATAI69,76, 14, 168.96, 14, 168
478 0ATAB6, 14. 166,24,6,6.34
473 DATA66,86,e,232,3,e.348
460 OATA 1,0,113,0 ,0 ,64 , B
483 DATA0,64.0,0,B0,0,0,0
5B8 OATA8, 8, 8,0. 8,0, 0.0,0,8,0, 8,8,8,8,6
363 OA TA3. 344, 64, 855 ,245. 184.833. 1 , 127, 168,6.63, 1 68 .6 . 16 , 169 ,6 , 1 8
318 OATA 169 ,64 ,B . 168 ,60 ,5 , 96 ,26 , 22 .64 ,4 ,92 , 9 ,0 ,9 - B4 , 6 ,9 . 32 ,6 , 1
313 DATA 16 , 169 ,6,2, I 76 .6,6
668 DATA48, 3. 3. 264, 18.3.364
616 DATA 1 3, 3, 48. 3, 6, 3. 48. 3, 3 -49, 204, 3, 48, 384
636 DATAB , 192 .232.84 ,6.204 , BO
625 DATA0 . 204 . I 1 7 ,64 ,0,245 ,6 . 16 . 347 . 17, I ,232, 16,6,252,26, 17,254 . 143
636 DATA 1 44 .66,234, 132 , 76 .234 . 169 ,86 ,62 , 168,86,62, 160,40
640 OATA 1 6, 1 , 1 ,68,4 . 1 .68 ,4, I , 16,1 ,6, I, 16
660 DATA 1 , 1 , 16,68, 1 , 16,68,8,64,84 ,84 ,0 .68 - 80 .6 .68 , 1 1 7 , 64 ,0,843,
663 DATA804.847. 16,0,352,28,3.232. 16, 16 ,254 , 136 ,38 ,254
678 DATA 147 .86,254, 152, 1 18,334 , 169
688 0ATAB6, 62, 168,86,62, 166,46,6
768 DATA32.3.3, 1 36 ,8 .3 . 1 36 ,6 ,2 , 38 ,3 .6 ,2 , 38
786 DATA8. 2. 32, 136.3,33. 136.8, 138, 168,84,6, 136,80
730 DATA0 . 136 . 1 17 .64 ,0,345,0,33.247 , 18,8,232. 16,6
730 0ATA333. 84, 18,234 . 144.16 .834 . I 46 . 98 , 234 . 153, 156.834. 169
770 0ATA86, 62, 168,86.62. 180,48,0
798 FORI-0TO64«8- 1 I REAOA I POKE2 I 7«64 • 1 .AIf*KT ^
888 DATAB, 168 ,8,? , 178,8, 10 i"^'
810 OATA9B.8 8,78,0,1.86 *- -J*
820 OATAO, 0,84 ,8 ,0. 16, B / /~
83B OATAB, 152,0,2, 178,0.2 vS
B40 0ATA167 ,0 .2 . 150 .0.2 .90
830 0ATA8, 1 . 168.8. I . 170,0
B68 0ATA3, 235. 0.3. 207. 0,13
878 0ATAI5,0,52. 12,0, BO, 13
8B0 DATAO .O. I 3.0,0,21 .0 .0
908 OATAO. 168. 8.2, 178,8, 18
918 OATA98, 0,0, 70,0. 1 .86
920 OATAO .0 .84 ,0 ,0 . 16,8
930 OATAO . 152 ,8 ,2, 170,8,2
940 DATA 167,0,2, 166 ,8 ,2 ,130
958 DATA0 ,2 ,90-0,2, 106, O
960 DATA3, 233 ,8,3,233,8, 13
970 OATA287,8,63. 13. 192 ,28 .3
98B OATAI92.BB. I .64,8,3.64,0
IBBO 0ATA8 , 168 ,0,2, 1 78 ,0,18
1818 DATA9B ,8,8, 78 ,0,1, B6
1028 DATA0, 0,84, 0,0, 16,0
1030 OATAO, 132 ,0,2, 178.0 .2
IB4B DATA 166 .8,2, 166, B, 2- 166
1050 0ATA8 -2 , 150,0,2 . 134 ,0
I860 DATA3 ,223 .0-3,233,0.3
1070 DATA207 , 192 - 13, 193,240, 13 ,0
1080 0ATA24B-52,8,8B .84 , 1 ,88 .8
I1BB DAT AB . 1 68 ,0,2, 1 78 , 8 , I B
1118 DATA90,0,0 ,70.8, 1 ,86
1128 DATAO. 0.84 ,0,0. 16, 6
1138 OA TAB . 1 52 .8,2,178,8,2
114B OATA166,0,2, 166,0,2, 166
1138 0ATA8, 2, 166,0,2, 166,0
1160 DATA3, 247, 0,3, 233, 192,3
I17B DATAI93,240,3,0,2S2,3.64
I | 60 0ATA32 .3,64 ,4 ,3 -64 ,20,0
1200 OATAO, 168.0,2. 170,0, 10
1210 OATA90.0 ,8 ,7B ,0 . I .86
1228 OATAO ,0 ,84,0,0, 16 ,0
1238 OATA0, 132 .0 .2, 170,0,2
1240 OATA166.B. 2. 166.0.2, 166
1250 DATA0 ,2 , 166 .B .2 . 166 ,8
1268 DATA3,247,8,3,255.B8,3
1278 0ATA207 - 208 ,8 , 243 , 208 , B , 240
12B0 DATA 16,0 -SB ,16,1 ,80 ,0 ,0
1300 OATAO, 166,8,2 , 178,8, 18
1310 DATA90-0 .0 .70,0, 1 ,86
1320 OATAO ,0.84 ,0,0, 16.0
1330 DATA© , I 32 ,0,2. 1 70 ,0,2
1340 0ATA166, 0,2, 166,0,2, 166
1350 OATAO, 2 , 163 ,0,2, 169,0
1360 DATA3,255,O,3,245.0,3
1378 DATA233,O,O,203,8,0.233
13S0 OA TAB ,8,212,8,0 .84 , B - 0
1488 OATAO , 168 .0 -2. 170,0, 10
1418 DATA90, 0,0,70,0. 1 ,86
1428 DA TAB -8 ,84 ,8 -8, 16 ,0
1430 DATAO, 132 .0,2 , 170 .0 .2
1440 DATA166,8,2, 166-8.2. 166
I43B 0ATAB.2 , 163, B, 2 . 169 ,8
1468 0ATA3,233.B,3,232,8,3
1478 DATA228.B,8,92,e, l rf 79
1488 OATAB.B. 13. 8. B, 21 ,8.8
1588 DATAB, 168,0,2. 170,0,10
1510 DATA90. 0,0. 70,0, I ,86
1520 DATAB ,0,84 ,0,0, 16,8
1330 OATAO, 152,0.2, 170,0.2
1340 0ATAI66,8.2, 166,0.2, 166
1338 OATAO, 6, 169,64.6, 170,64
1560 DATA3,253.0,3 ,233 ,0, 13
1370 DATA287 , I 92 ,13, 3 .248 .2 1,8
I3BO OATA248. 8 .8.208.0. 1 .80,0
9888 FOR I -BTD 1 27 1 RE AO A I POKE23 1 *64 - 1 , A I NEXT i HEM* iSP • •
98B1 OATA7- 1 - 192.3. 131 . 128.28
9802 DATA 188. 48, 34. 108 .2 16 . 99 , 189
9BB3 0ATAI40, 193,239,6. 192 .238 ,B
9004 DATA 1 92 , 124 ,6 , 224 ,234 ,14,1
9005 DATA239, 0. 31 - 171 ,240,48,214
9006 DATA24 ,96 , 124, 12, 192, 198,6
9087 DATA 193, 131 ,6 ,227 , 1 , 142,6
9088 DATA0. 192,6,238, 182,7,131
9009 DATA 192,3, 1 , 128, 1 , 199,8,0
8011 OATAO , 16,8.0 ,36 ,0 ,B
9812 OATA 1 24 .0,0, 108 ,8,28,1 88
9813 OATA 1 12 ,62, 108 ,248,99 ,253 . 140
9014 0ATAI93, 255, 6, 192,254,6. 193
9015 0ATA233,6,23I ,255,238, 12,254
90 IB 0ATA48,24,I24,?4 ,46 , 196 , 12
9017 DATA96 , 1 98 ,6,1 92 ,254 ,6,1 92
9016 DATA 108,6,224 ,56 - 14 .0,0
9019 datao, 0,0, 0,0. 0,0.0
10000 FOR I >OTOl9l iPFADAiPOKE233«64- I .AtNEXI
I0O10 OATAO ,24,0,0 ,60 ,0,1 92
10012 OATA90, 3, 192, 126,3.224, 102
10013 0ATA7, 1 12, 102, 14, 121 , 169, 158
10014 DATA61 ,255 . 1 66 , 63 , 255 , 252 , 63
100 16 0ATA25S ,252 ,55 ,247 ,204 ,55 ,247
lOO IB OATA236,7, 1 15,224, 14, 123,240
10020 DATA 1 4, 243,240, 12,253-240,29
10022 0ATA255, 164,29,255,216,31 ,255
10024 OATA248,51 ,207,60,33, 134,28,0
10030 OATAO, 24, 0,0,60, 0,192
10032 PATA90,0, 192 , 126 ,3,224 , 126
10033 DATA7.248 , 1 02 ,15,121.1 89 , 1 58
10034 DATA 125, 255, 190,63,255,252,63
10036 0ATA255,252,55,247,204,55,247
10038 0ATA236.55, 1 15,236, 14, 123,240
I0040 0ATA14, 243, 240, 12,253,240,29
1004c- 0ATA25S, 184,29,255,216,31 ,255
10044 0ATA248,63. 1 58 , 1 20 ,51,12,48,0
10050 OATAO,24 ,0 .0 ,60 ,0 , 192
1P052 OATA90.O ,0, 126,0, 192 . 126
10053 DATA3,224, 126,7,241 , 169, 143
10854 0ATA125,255, 190, 127,255,254,63
10056 0010255,252,51 ,247,204,55,247
10058 0ATA236 .55, 127,236,62, 127,252
10060 OA TA 15 ,233,240, 1 3 ,253 .240 ,29
10062 DATA255,249,29,255,216,31 ,255
10064 DATA248,62, 121 ,228,24,48, 136,0
1 100O FORI -8T064»6- 1 t REAOA i POKE237 «64 ♦ I ,Air*XT
11010 DATAO, 0,0, 0,0,0,255
I 1012 DATA255, 254, 0,56,0, 15,255
11014 DATA224 , 12,0,96, 106,40,96
1 1016 OATA204, 146,96,204, 16,96,205
11018 DATA I 7 ,96 ,252 , 16 , 1 24 , 205 . 1 7
I 102O OAT A 1 OR , 204 ,0 , 108,204, I 30 ,111
1 1022 OATA108,4O ,96 , 12 ,0 ,96 , 15
11024 OATA255,224,O,56,O,0,56
11026 OATA0, 0,56, 0,0, 254, 0,0
UIIO OATAO, 0,0, 0,0, 0,63
11112 DATA255, 248, 0,56, 0,15,255
IIII4 0ATA224, 12,0,96, 12,40,96
I I I 16 DATA 1 08 , 130,96,204,2,96,205
11119 DATA5, 96, 252,8, 124,205, 17
I 1 120 DATA 106 .204,0, 1 1 1 . 108, 130,96
11122 DATA 12 , 40 ,96 ,12,0 ,96 ,15
11124 DATA255,224,0,56,0,O,56
11126 DATAO, 0,254, 0,0,0,0,0
11210 DATA0 .0,0,0,0,0, 15
11212 0ATA255, 224, 0,56,0, 15,255
11214 DATA224, 12,0,96, 12,40,96
11216 0ATAI2, 130,96, 106,0,96,205
11218 DATAI ,96,252,0, 124,205,31
I 1220 DATA I 1 1 , 108,0,96, 12, 130,96
11222 DATA 1 2 ,40 ,96 , 12,0, 96 ,15
11224 DATA255, 224 ,0,56. 8, 0,254
11226 OATAO, 0,0,0,0,0.0.0
11310 OATAO, 0,0.0,0,0, 3
11312 DATA255, 126,0,56,0, 15,255
11314 0ATA224, 12,0,96, 12,40,96
11316 OATA12, 130,96, 12,0,96, 109
11319 DATA 1 , 96 , 252 ,16,127,1 09 ,25
11320 0ATA36, 12,8,96, 12, 134,96
11322 OATAI2,40,96, 12 ,0,36, 15
11324 0ATA255, 224, 0,254, 0,0,0
11326 OATAO, 0 ,0 ,0,0 .0 .0.0
I 1410 OATAO ,0,0,0 ,0 ,0 ,0
11412 DATA254, 0,0, 56, 0,15,255
11414 DATA224, 12,0.36, 12,40,96
11416 0ATAI2, 130,96, 12.0,96, 13
I14IP PATA 1,111 ,252 ,16,1 24 , 13,17
11420 DATA96, 12. 16,96, 12, 146,96
11422 DATA 12, 56 ,96, 12,0,96, 15
11424 DATA255, 224, 0,56, 0,0, 254
11426 DATAO. 0,0, 0,0, 0,0,0
11510 OATAO, 0,0, 0,0, 0,0
11512 0ATA56, 0,0, 56, 0,15,255
11514 DATA224 , 12,0,96, 12,40,96
I 1516 DATA 12,1 30 , 96 , 76 ,0,1 1 I , 205
11519 DATA 1,1 08 ,252 , 6 , 124 , 205 ,17
11520 DATA96,76,32,96, 12, 194,96
11522 0ATAI2.40, 36, 12,0,96, 15
11524 0ATA255, 224 ,0,56.0,0,56
11526 DATAO, 0,254, 0,0, 0.0,0
F0RI-0TO64*4-l I RE AOA i POKE243 *64 M . A t NEXT I REM* *M INTER • •
OATAO.0,0,0,0,0,0
DATAO, 0.63, 240, 0,31 ,224
DATAO, 13, 198,0,?, 126,0
DATA7, 128 ,8,7 , 134,0,63
0ATA233 - 192 ,35 ,234 , 176 ,247 ,234 y\
DATA220, 7. 133,1 14,7, 128.92
0ATA7, 126,49,7, 128.26,63
0ATA248 , 84 , 60 , 96 , 25 ,0 ,96
0ATA28 ,8 ,96 ,62 ,0 ,240, 126,0
OATA0,0,0 ,0,0,0,0
OO7A0, 0,63, 240, 0,31 .224
DATAO, 13, 192 ,0,7, 128 .0
0ATA7, 129,0,7,134.0,63
OATA233 , 1 92 ,247 , 234 , I 60 , 7 , 234
OATA88, 7, 133,80,7, 128, 108
DATA7, 128,4 1 ,7, 128,20,63
OATA240 , 84 , 24 , 96 , 1 9 ,60 , 96
DATA29 , 0 ,240 , 60 ,0 ,0 , 1 26 ,0
DA7A0 ,0,0,0,0,0,0
DATA0, 0,63 ,240, 0,31 ,224
DATA0, 13, 192,0,7, 128,0
0ATA7 , 128,0,7, 134,0,255
DATA253 , 1 36 , 7 , 234 , 1 60 , 7 , 254
DATA2I6.7, 133, 80 ,7,1 2B ,110
DATA7, 128-43,7, 128,21 ,63
DATA240 ,94 ,24 ,96 ,27 ,24 ,240
OATA29.60.0.54 ,0,0, 1 I 1 ,0
DATA0,0,0,0,0,0,0
OATA0, 0,63, 240, 0,31 ,224
OATAO, 15, 192,0,7, 128,0
0ATA7, 126,0,247, 134,0,63
OATA233 .0 , 7 ,254 , 86 , 7 ,254
DATA2 16,7, I 33 , 20 ,7,1 28 , 76
0ATA7, 128 ,47 ,7, 128,21 ,63
DATA240 , 86 , 24 , 240 , 1 0 , 24 , 0
DATA29 ,24 ,0 ,30 ,60 ,0 , 123 ,0
P0KEl98,2tPOKE631 ,13' LOAD
Program Listing Part 2
0 REM•••••••••««****•••*••*»**»•**••••*"*•••
, rem.. CHERRY PICKER •*
2 REM** BY F O TOUT
3 REM** TH16 PART OF THE PROGRAM IS ALMOST *•
4 REM** ALL MACHINE COOE AW CARE MUST BE
5 REM** TAKEN ON ENTERING IT.
6 REM*. «.*.#* ••**•<«•*••••••»••••*••»••»••••*
^0 R pRINT^MPOKE332B0,2.POKE53e81,2.PRI«T-*:MERRY PICKER BY F G TOUT
13 REM***D0fcM-0A0 UOGS**
20 P0KE36334,PEEK<36334)AN0254
30 POKE 1, PEEK <1>AND251
40 FORG "0TO64 *8 ' POKE 12288 »G .PEEK ( 53246 *G > ' NEXT
30 POKE 1 .PEEK < 1 >OR4
60 POKE56334,PEEKC36334>ORl
100 READAXIT-T*!. IFAXO - I THEN»»OKE 12268*G.T ,AX« GOTO 100
101 FORI-0TO68«eSTEPetft-12286*l«I«B-PEEK<A>IPOKEA,B AND5INEXT
102 OATA0, 0,0, 0,0,0 .__ , „_ -„
105 OATA239,239,0,219,ei9,e,249,249,255,193,163,133 133,I63,!93,233
110 0ATA224, 48, 24 ,60, 110, I 18, 60, 0,90, 169, 126, 133, 102,128.129-66
115 0«TA129,233, 129,253, 129,233, 129,253, 146,84,36,234,36,64, 146, e
120 0ATA24, 26, 88, 36, 26, 26, 24, 24, 0,0, 0,0, 60, 235, 233, 255
125 0ATA255, 126, 124, 60,56, 24, 24, 16, 7, 31,1 15,99.103, 103,224,224
130 0ATA233, 255, 253, 255, 255, 255, 255. 255
135 DATA7. 31, 59. 251, 251, 239, 255, 255, 224, 248, 236, 239, 239, 204, 253, 233
I 40 0ATA233 , 235 ,239,239, 2B4 , 233 , 233 , 235
299 OATA-1
3B0 FOR I "6T02 1 3 1 RE ADA t POKE 1 2266 * I , A I NEXT
3B2 REM* *LETTERS» *
363 OATAB ,0,0,0,0,0,0,0
310 OATA48 , 124 , 1B8 ,126,116, 1B2 , 1 82 ,0,48, 124 , 1B8 , 1 26 , 1 IB , 1 82 , leb ,<0
328 DATA68, 106, 108, 96, 96, 116,62, 0,120, 108. 118, 116,1 18, 166,126,0
330 0ATA126, I 18, 96, 124, 96, I 16, 126, 0.126,118,96,124,100,112.112.8
340 DATA6B, 118,96, I 18,1 IB, 126,68,8,108, 110, 118, 126. 102,118,118,0
3*0 DATA124,56,24,2e,28,30,62,0,62,30,2e, 12, 108, 120.56,0
DATA I 10, 108, 124, 1 12, 124 , II
370 DATA54 ,119, 127 .
.96,96
19,6,54, 1 1
360 DATA62 , 103 .
390 0ATA62
13,1 19, 103, 1 15,62,0,126, 103
103, I 15, 1 15.115. 62 , 15,0, 1 26 . I 15
DATA62, 115, 97, 62, 67, 103, 62, 0.127, 60, 24
4 10 DATA 103, 103,7 I , 103, 102 , 1 26 , 68 ,0 . 103, 10
420 DATA I 19, 1 19, 107, 107, 127, 1 18 ,34 ,0 , 183 . I
,24,24,28.28,0, 126, 15, 12,
430 DATA I 15.5
999 REM*«*MUSIC INTERRUPT***
6
1000 FORT-0TO2iFOPX-0TO255iREAOAt IFA- - 1 THEN1040
1010 PO*5E36864*T*256-X,AiNEXTX
1040 NEXTT
1030 DATA 1 69. 1 46 , 1 4 I ,2 I , 3 , 169-0, 14 1 ,20,3,96,-1
I960 DATA 169, £34, 141 ,21 ,3, 169,49, 14 1 ,20 ,3 ,96 , - 1
1070 DATA 173,0, 147, 192, 17, 240, 97, 896, 1, 147, 173, 1 , 147,
1060 DATA0, 14 1 ,4,212, 169 , 14, 141 ,9,212, 169 , IS, 141 ,6,21
1090 DATA 167
1095 DATA 165,0, 1 49 ,141 , 1 ,212, 1 85 ,0, 149, 141 ,0,212, 1 85 ,
1097 DATA 169 ,0,141,0, 147 ,141,4,212, 24 ,144 ,242 , - 1
2000 POKE37632,0tPOKE37633,8
2010 FORT-0TO155iPEADHF,LF,DU
2020 POKE37eee«T,HF!POKE3B144*T,LFiPOKE3B400«T,DU
2040 NEXTT«POKE37380,T+I
2 100 DATA2 1 , 154 ,9,2 1 , 154,6,85, 177,9,25, 177,6,32,94,8,
2110 DATA22, 227, 8, 25, I 77, 8, 22, 227, 8, 2 1,1 54, 8,2 1,154, 9,22,227, 8, 25, 177, 8, 25,1 77, B
2120 0ATA32 ,94 ,8 ,32 , 94 ,6 , 34 , 75 ,8 , 32 ,94 ,8 ,28 ,214,8,0,0,8,22 ,387 ,8 ,25 ,177,8.22,227
2 130 DATA8,21 ,154,8, 19 ,63 ,8,19 ,63 ,8, 17,37,6,8,8,8, 39 , 126,6,34,75,8,32,94,9
3140 DATA29,2I4,8,34,75,8,32,94, 10,28,314,8,35, 177,8,38,814, 10,35, 177.9
2150 DATA22,387,8,21 , 154,8,22,227,8
8 160 DATA35 , 177 ,8,36,314 ,8, 34 , 75 ,8 , 32 , 94 ,8,28,214 ,8
2170 DATA25 ,177 ,8 ,32 ,94 , 8
2180 0ATA28.2I4 ,8,25, 177,8,22,227,8,28,214,8,25, 177,8 ,33 ,337 ,8,31, 154,8. 1
3800 DATA 19,63,8, 1 7 , 37 ,6 ,8 ,8 ,8 , 34 , 75 ,8 , 34 , 75 ,8 , 3B . 136,8,39,126.8,43,52,8
8310 OATA38 , 126,8, 34 , 75 ,6 , 33 , 94 , 9 , 34 , 75 ,8 , 34 ,75,8 , 38 , 94 ,9,88,314 ,8,25, 177,8
2228 0ATA28 ,214,8 ,28 ,214,6,8,8,8, 34 , 75 ,8 , 34 , 75 ,8 , 38 . 126 ,12 ,38 . 126,8,43,52,18
3330 0ATA38, 126,8,34,75,8,32,94,9,25, 177,9
2240 DATA25 , 1 77 ,8 ,22 ,227 ,8 ,2 1 , 154 , 12 , 19 ,63 , 12 ,2 1 ,154,8, 19 ,63 ,8 , 1 7 , 37 ,8
8858 DA TA38, 2 14,8, 28, 2 14,8,32, 94,8,38,3 14, 8,35, 177, 8, 22,887, 9,2 1 , 154
3300 DATA21 , 154,8,23,337,9,0,0,9,38,314,8,38,314,8,32,94,8,34,75,8,38, 126,8
3318 0ATA34,75,8,43,52,8,38, 1 26 ,6,8,0,8, 25 , 177,8
8380 DA TA85, 177,8,35, 177,8,83,837,8,81 , 1 54 ,8,33,837,8
3330 DATA2 1 , 154 ,8, 17,37,8,0,8,9, 17, 37 ,8,21 , 1 54 , 8 , 19 ,63 , 8
3340 DATA32,227,8,85, 177,8,38,3 14 ,8
2358 DATA28.2I4,8,25, 177,8,8,0,8,22.227,8.22,287,4,25. 177,8,25, 177,4,28,214,8
2360 DATA25, 177 ,8,22,227,8,21 , 154, 8, 0,0, B, 19, 63, 8, 19, 63, 4, 21, 154 ,9
2378 0ATA21 , 154,4,22,227-8,21 , 154,8, 19,63,8, 17,37,8.8,8.8,17,37,6
23B8 DATA 17,37,4 ,21 , 154 ,6,21 , 1 54 ,8,19 ,63 ,8 , IS ,63 , 8 , 17, 37 ,30
19999 FORI-0TO37IREAOAIPOKE49132* 1 . A ' NEXT I REMt • J 'S * *
30080 DATA 173,8,228,281,123,306,3,32,48,192,201,119,288,3,32,8
38810 DATA 195,201,107,208,3,32-48,192,281,103,288,3,32,88,195,
30820 OATA 92,193,32,148,192,96
30030 FOPI-OTO41 I RE AOA I POKE49200 » I . A I NEXT I REM* *aME LEFT***
30188 OATA 173,8,208,201,28,208,7,173,16,288,41,1,240,24,56,286
30118 DATA 8,288,286,0,208,206,0,208,206,8,208,208,9,173,16,208
30120 DATA 73,1,141,16,209,24,32,136,194,96
30130 F0RI-0T04 I I REAOA I POKE3OO0O* I , A ■ NEXTI REM* aaME RIGHT**
30200 DATA 173-0-208.201,48,288,7,173,16,208,41,1,209,84,84,238
38210 DATA 8,288,238,0,208,238,0,208,238,0,208,288,9,173,16,208
30220 DATA 73,1,141,16,208,24,32,236,194,96
58840 FORI -0T023iREADAiPOKE495O0>l , A I NEXT I REM* • *MOVE & CHANGE ALIEN*****
50O7O DATA.1 62 ,1,1 89 , 248 , 7 , 24 , 185 , 1 , 28 1
58880 DATA2 13, 144,2, I 69 ,218, 157,248,7
50090 DATA233, 334 ,8,208,236 ,96 ,0
50188 FOR I "0T033 1 REAOA I POKE 49888" 1 , A I NEXT I REM* * *CHANGE ME****>
58178 OATA 162 ,8, 189,849,7,34, 105, 1 ,301
50 188 0ATA225, 144,8, 169,217. 137,248,7
30190 0ATA232, 224, 1 ,309,336,96 ,0
30300 FOR 1 "0TO23 1 REAOA I POKE 49900 * I , A I NEXT i REM* * aCHANOE ME***«*
30270 DATA 1 62,0, 189,248,7,24, 105, 1 ,801
58280 DATA2 17, 144,2, 169 ,310,157 ,848 , 7
30290 OATA232.224 , 1 ,208,236,96,0
53000 FOR 1 -0TO19IREAOAI POKE5O100* 1 , A > NEXT ■ REM* a aME t«*
530 lO OATA 173, 1 ,208,28^,68,248, 12,206, I ,288,286, 1 ,208,286, 1 ,208,286, 1 ,208,96
53828 FOR I "OTO 1 9 t REAOA t POKE30 138* 1 , A t NEXT' REMaa *ME OObaNaaa ^
53030 DATA 1 73 , 1 ,208 ,30 1 ,200,240, 12 ,238, 1 ,208,238, I ,208,238 , 1 ,208,238, 1 ,208,
54999 FOR1"OTO88IREADAIPOKE49300*I,AINEXTIREM*»JUMP SUB/ROU«»*4
55080 DATA 38,84,196,32,86,196,32,135,196,32,179,196,96
55002 DATA32 , 16, 197, 32 ,69 , 1 97 ,32 , 128, 197,96
55004 FOR 1 "0T0222 I READA i POKE50200* I , A i NEXT 1 REM* *MOVE ALIEN**
55005 DATA 173,2,209,201 ,244,240,13,238,2,208,838,2,208,238.2,208
55818 OATA 236,2,208,96, 169,53, 14 1 , 149, 192, 169, 196, 14 1 , 130,192,96,173
35020 DATA 2,209,201 ,20,240, 13,206,2,208,206,2,208,286,2,206,206
35030 DATA 2 , 208 ,96 , 168 ,24 , 14 1 , 149, 192, 169, 196, 141 , 158, 192,96, 173,4
55040 DATA 208,281 , 150,240,7,238.4,208,238,4,208,96, 169, 1 1 1 ,141 ,132
55050 OATA 192, 169, 196, 141 , 153, 1 92 ,96 , 1 73 , 4 ,208 ,20 1 ,24,240,7,806,4
55060 DATA 288 ,286 ,4 , 288 , 96 , 1 69 ,86 ,14 1 , 152 , 1 92 , 169 , 1 96 , 141 , 153, 192, 173
55878 OATA 6,208,201 ,60,240,4,236,6,808,96, 169, 157, 14 1,1 55 , 1 93 , 1 69
33080 DATA 196, 141 , 156, 192,96, 173,6,208,201 , I .240,4,206,6,208,96
55090 OATA 169, 1 35 , 14 1 , 1 55 , 1 92 , 169, 196, 141 , 1 56 , 192 , 96 , 1 73 ,8 ,208 ,20 1 ,23 1
55100 DATA240 , 16,236,8, 288 ,238 , 8 ,208 ,236,8, 266 , 234 ,234 ,234 ,234 ,234
551 10 DATA234 -96, 169,213, 141 , 158, 192, 169; 196, 14 1 - 139 , 192 ,96 , 1 73 ,8 ,208
35120 0ATA20I ,72,240, 16 ,306 ,8 ,308 ,306 , 8 , 388 , 386 , 8 ,386 ,334 ,334 , 334
35130 0ATA234 ,234,234,96, 169, 179, 141 , 158, 192, 169, 196, 141 , 159. 192.96
33131 FORI-OTO167iREAOAiPOKE50423»!,AiNEXTtREM***ALlENS SC 2**a
55135 DATA 173, 13,208,201 ,50,240,7,206, 13,208,286- 13,208,96,169, 16
55148 OATA 14 1,162, 192, 169, 187, 14 1,163, 192, 96, 173, 13, 206, 201, 180,240, 7
OATA 239 f 13 ,|N,CN, 13 .208.96 , 169 ,24? , 1 4 I , 1 62 , 1 92 . 169 , 1 96 . 1 4 1 , 1 63
DATA 192.96, I 73 ,13. 268 , 28 1 .SB. 248, 18 . 286 , IS , 288 . 286 . 13,288,286^
OATA IS, 288, 96, 169,69, 141 , 165, 192, 169, 197, 141, 166 , 192 ,96 . 1 73 . IS i
DATA 288 ,281 ,2 IS .248, 18,236 , I3,2BB.?38 . 15,288.238 . 13.208,96,169. V
DATA 4 I , 14 1 , 165, 192, 169, 197, 141 , 166, 192,96, 173 ,7,288 ,201 , 52 .248-.
OATA 13,286,7,206,206.7,288,286,7,288,206,7,208,96, 169, 126
DATA 14 I . 166 . 192 . 169 . 197 , 14 I , 169. 192 ,96. 173,7 ,208 ,20 1 .2 12 ,248 . 13
OATA 238. 7, 209, 23B. 7, 208.238, 7, 288. 238. 7. 208, 96. 169,97, 14 1
DATA 168, 192 , 169 , 197, 14 1 , 169 , 192,96
REM CLP
PP I NT "J" i POKES3288 ,01 POKE3328 1 ,0 I P0KE53272 ,29
PEM REO-CRO BLU YEL
PRINT -•m CHEPRV PICKERS. ..BY BFKANK TOUT.
REM CYN
PRINT"*. INSTRUCTIONS "I
REM 2»CR0-PUR > —
PR I NT * YOUR TASK IS TO GUIDE FREDDIE THROUGH "I
REM CRN
PRINT'S 5 W*VES, COLLECTING CHERRYS S YOU GO. "J
REM BLU
BUT BEWARE OF ALL THE SPIOERS ETC.. "*
PRINT'S
REM YEL
PR I NT "B
PEM ORN
PP INT-a
REM BWM
PR INT "B
REM LRO
PR INT'B
REM GP I
PR INT-B
REM GP2
ppiNT-a
REM LGN
PR INT'B
PEM LBL
PP INT'Q
REM GR3
PR INT'B
THAT ARE THERE TO STOP YOU .
PLUG YOUR JOYSTICK INTO PORT TWO "I
LEFT - LEFT IRIGHT ■ RIGHT IF/B TO "*
JUMP. YOU CAN ALSO GUIDE FREDDIE AFTER";
HE HAS JUMPED, SO IF YOU WANT TO JUMP "i
A LONG WAY, KEEP THE JOYSTICK OVER TO "»
THE LEFT OR RIGHT. FOP A SHORT JUMP "I
RELEASE THE JOYSTICK, AND TO JUMP UP m l
POKE 196 ,8
DO NOT MOVE THE JOYSTICK AT ALU.
REM GRN BLU YEL
PRINT'S THERES MORE BPRESS BBP AC E "
GETABi IFA«- ' "THEN6 1888
I FAS-- * THE MB I I 10
GOTO61880
REM CLR- 2<CR0-UHT
PRINT-JSBI YOU SCORE 100 PTS FOR EACH CHERRY "I
REM RED
PRINT'S YOU COLLECT AND YOU HAVE 3 LIVES WITH ">
REM PUR
PRINT'S AM EXTRA LIFE ON WAVES 3 AND 5. • "IPOKE19B,0
REM 3«CRD-BLU YEL RED PUR
PRINT-BBS) NOW PRESS BSPACE STO LOAD B-HERR Y PICKER '
GETA*! IFA»-'*THEN6I 138
I FAB" - -THENPOKE 1 98 ,21 POKE 63 1 , 13IL0AD
GOTTJ61 ISO
Program Listing Part 3
0 K-0 1 P0KE53272 , 29 1 5Y536B64 1 P0KE54296 .131 GOSUB60000 t CLR 1 L I -3 « SC -0 1 GOTO
1 I F FNB ( B ) -63THE NRE TURN
2 SYSK? 1 G0SUB26 I RETURN
4 G • 762 • X "H * 1 1 S YSM3 1 S YSM 1 I GOSUB24 I GOSU8 1 0 ■ IFK>7THENX"0 1 G-862 » RE TURN
6 G0T04
1 8 I FFNC < C > ■9THENBOSUB 1 5 1 RE TURN
1 1 J "FND <0 ) I IFFNA <B > ■ I THENGOSUB2 1 IG0SU84 181 RE TURN
12 IFFNP ' B > "R THENPOKE J -Wi SC »5C -O I CH-CH* 1 I G0SUB32 I GOSUB28 • 00SUB488 1 8 • RE
13 1FFNBCB) >67THENG0SUB2 I " G0SUB4 10 I RE TURN
14 RETURN
13 J"FNE (E > IRE TURN
IB RETURN
20 POKES 1 « 14 , 32 1 POKE 52 • 1 4 , 44 I POKE S3* 14 , 240 I POKES 1*14, 33 1 RETURN
28 REM CLR - I2«CRD RED
2 1 G0SU660 ■ PR I NT 'JSSBBBBBBBB1- TAB < 1 4 > " SCOOPS ' • L I -L 1 - 1
22 POKES1*7,32IPOKES2*7,43IPOKES3»?,3IPOKES1*?.33
23 POKES 1 • 14 ,32IPOKES2*|4 ,43IPOKES3» 14 , 4 1 POKES I » 1 4 , 33 « FORT-OTO2000 INEX
24 POKES 1*7. 16' POKES? * 7 ,28 1 POK£S3*7 ,235 -PEEK <U > i POKES 1*7, I 7 i RETURN
26 POKESI*7,1GIPOKES2*7.281POKES3»7,2S5-PEEK<U>1POKES1*7,I7IRETURN
32 IFCH >BTHENLE "LE » 1 IGOSU8410
33 RETURN
34 P0KESIM4,3eiP0KESe*I4,44<P0KCS3*14.TT-S0IP0KESI*l4,33
36 POKESI+7.32iPOKES2*7, 1 5 I POKES3*7 , TT-SD ' POKE 5 1*7, 33 ' RETURN
68 S0-2B8iF0RYV-PEEK(V*T >TD190STEPIBIFORTT-225TO227
61 POKEV*l .YY1GOGUB34 V- .•
61 REM CLR ( /*~,
62 POKE2040 , TT I NEXTTT , VY I PR INT"ii" 1 POKEV *2 1 , I I FORT-0TO20 < FDR TTap28TO£30 i POKE 2040
140
t
• 1 -2©
64 G06Ue34iSO-ieeiNEKTTT,T(RETURN ( £
188 V "33249 IS1"94S761 52 "54277 ' 53*54273 I FOR I "54272 T054296 I POKE I , 0 I NEXT ! POKE 34?36
102 Ml -49 I52IM2-5815B1L-5632BIM3*5B IBB ■ LE ■ 1 I OEFFNA (ft > • (PEEK CU»3B<mND 1 J
1B4 POKEV +2 I , HP0KEV*2e,l iPOKCV + 37, 18 ■ POKEV «3B , 6 ■ POKEV >39 . 1 I « POKEV , 40 1 POKEV • .
w v —
1 10 H-53279 IK -33279 >DEFFNft« « >- (PEEK<H >AN01 > I OEFFNA < B > • (PEEK < K >Af0| IH -33279
115 HI-702IG-B62UJ-32IO- 186 ■ U-33249 ■ R-67 I K -V *3B I 0- ) 12 \^/ ^>*y^,
I 16 K«V*38»0EFFNB(B>-PEEK ( J > IDEFFNC(C ) -PEEK ( V • 16 > 1 5C*B 1 —
130 0EFFN0*D>-INT(PEEKCV>.'B>*INT(PEEK<U>X8>a4a*G
133 OEFFNE (E > ■ I NT* PEEK ( V >>*8 > • INT < 255 » /B • INT (PEEK (U } SB > «40*G* 1
4B0 POKEV * I - I 90 1 LE ■ I
4 10 ONLEGOSUB900 . 1 100, 1200. 1300, 1400 .900
500 SYSMI IGOSUB1BIG05UBI Ip-PEEK<LM IFP ( OANOPEEK ( J > -65THENG0SUB4 « GOTOSB0
323 |FL I < ITHENG05UB49999IGOTOB
350 GOTO500
999 REM CLR -RED - 2*CR0
9B0 PR INT " .J WJ I I POKEV .40 1 POKEV * 1 , 1 9 I ■ CH-0 1 FOP 1 -2B4 1 TO2047 I POKE I , 23 I I NEHT
901 POKE2040.2IBIPOKEV+1 , IB6 I P0KE493 12 ,96 « G-862
1B17 REM LRO GR3 LRD GRN LRD YEL
1018 PRINT- D- |K B- y O □
IB 19 PEM GRN
IB20 PR INT * || | •
IB2 I REM REO GRN
1B22 PR INT' M t f H |"
1B24 PRINT* | -
1823 REM BLU GRN BLU
1826 PR INT "J
1826 REM REO GRN RED
1827 PRINT
1827 REM YEL LRD TEL LRO GRN LRD GRN LRO BLU
IB29 PRINT- 0~ O-
1829 REM GRN
1838 PRINT'H
1031 REM RED GRN REO
1832 PR INT "a
IB33 REM LBL GRN
1834 PRINT"
1835 REM LBL BLU
IB36 PR INT "U
1037 REM REO tut REO !.»• I REO
1036 PRINT"— —
I
I.
y
l '
■ iiiiiic
O 3
I "
•I
1039 REM LRO BLU LRO GRN LRO BLU LGN
1040 print* o a ■ o-- iii
1042 PRINT" |
1843 REM RED GRN REO GRN
1044 yi
1045 REM LBL
1046 PR INT "U -
1B47 REM BLU
1848 PR I NT " 9
1849 REM REO BLU REO WMT RED BLU RED 14MT RED
105B PUNT' PI IIIII IIIM ll a****** pMMig I •*••.*»***»*♦♦»
1858 REM CYN PUR GRN BLU YEL I RED CYN PUR GRN BLU YEL NMT REO
1851 print- kT^tic srnii^ mm ■.■^iiv -iGosuBaeoBe
1833 POKEV +28 . 1 1 POKEV *2 I ,31 IP0KEV*2 ,2B ■ POKEV + 3 ,3B ■ POKE493B9 ,233 > POKE 495 13,231
IB37 POKEV *4 ,58 I POKEV "3. 1 46 t PTJKEV • 16 , 6 I POKEV *6 , 1 I POKEV* 7, 96 /
1839 POKEV+8, 188"P0KEV»9, 1 96 I POKEV *38 ,8 I RETUPN
1839 REM CLR* 4aCR0
I 188 PRIMT"JBJ" I 1 6ft •-■Ml' ' CH-0 :LE-c i G-862
1 1B9 REM ORN
1118 < :>♦•+-• «•*•« *■•• •♦>*
1111 REM REO UMI REO L4HT RED 14HT REO falHT
me c«-«i - m 9~m m- m m
1112 REM CRU-BLU- 4aCRR 5aCRR 3 aCRR 3 aCRR
1 1 13 d»- "ammm i i 1 1— m 1 1 in 1 1 hh
MM REM MOM- 4aCR0
I 1 15 PRINTft«(C*iB«ffl«iC«rB«;fl«:C«'B*»n«"0«»PRINT-MBj>Bi"
1119 REM ORN SaCRO 3aCRD
1 128 PR I NT TAB (4 > *3MMt* (PR INTTHB (31 > ' JBBBBBMMHI ' TAB (44 ) ■»■•*•>
1149 REM MOM- 2iaCR0
1158 PR[NT . aaaaaaaBaBaaaaaaaaaaa |. ,
I ISO REM CYN PUR GRN BLU YEL il 1 ' REO CYN PUR GRN BLU YEL UHT RED
1131 PRINT- k EWVKkHIK a n n * • •$ iGOSUB*
1 155 P0KEV*8. 18SiP0KEV»9, !92tP0KEV*21 , t 7 ■ POKEV ,29 I POKEV » I , 189 1 POKEV * 38 . B
1 I6B POKE2B4B,2IBiPOKEV*2l ,223 < POKEV • 1 6 , 8
1 165 POKEV* 12, 128 t POKEV* 13. IBB I POKEV* 14 , 2 1 3 ' POKEV* 15 , 1 50 ' POKEV »6 , 1 I POKEV* J
1 178 P0KEV*2.2BBi POKEV *3, 144 I POKEV *4, 1 30 1 POKEV *3 ,93 I POKE493 12,234
I 172 P0KE493B9,236iP0KE495I3,233tRETURN
I 199 REM CLR
1288 PR INT "J" i ICH"B1G"B63IPOKEV.2B>POKEV*1 .53 1 POKEV » IG , 8
1209 REM BUN RED GRN CYN PUR GRN BLU VEL RED PUR GRN BLU YEL RED
1216 PRINT6M - U'fc.M« fc# 3 a >■ » IC^BJI -
I . ! I REM BUN GRN
1212 PRiNT-a* hi i m 1 1 1 1 1 1 1 1
1213 REM BUN LBL QR I GRN GR I
1213 REM BUN RED GRN BUN
if i e ■■>< '.t-\ i n m-
leiT REM REO BUN RED BUN GRN
ieie print-
1226 print- i
1224 rem bun red bun grn bun grn bun
1883 PRINT'
1229 REM GRN REO GRN
1238 PR 1 NT"
1235 PR 1 NT"
1239 REM BUN GRN BHi GRN
1246 PRINT'WIIIIIIII
1244 REM BUN REO GRN BUN
1245 PRINT"
1249 REM GRN
1258 PR I NT "II
1234 REM BUN REO BUN GRN BUN GRN
1255 PRINT"
1239 REM BUN GRN GR
12GB PRINT"
I2B4 REM GRN REO GRN BUN RED
1263 PRINT"
1269 REM BUN CYN GRN BUN GRN
1276 PRINT
1274 REM BUN GRN
1273 PRINT"
1277 PRINT"
1279 REM BUN RED BUN LBL BUN GRN BUN
1296 PRINT
1264 REM GRN
1EB3 PR I NTH
1 286 REM LBL
1287 PRINT'U
1289 REM BUN BLU BUN BLU BUN BLU BUN
I29B PRINT" — llllllll I I II
1291 G0SU848eee I POKEV *2 I ,2351 POKEV *2. 244 i POKEV *3. 182 I POKEV *4 ,BB i
1292 POKEV *B. 223 i POKEV »9, I 99 I POKEV* I B ,238 • POKEV* 1 1 . 149 i POKEV « 12 .
1293 POKEV * 14 ,781 POKEV* 13 ,266 • P0KE2848 ,2 I I
1 293 POK EMM ,2431 POKE493 1 3 . 237 I POKE V * 38 , 8 1 RE TURN
1299 REM CLR-RED 2»CRD
1366 PRINT'JB — — — — —
1314 REM BLU
1315 PRINT'S
I 3 19 REM CRD -UHT BLU
1328 PRINT"
1324 REM UHT GRN
1323 PRINT'
1329 REM BUN BLU GRN
1338 PR INT ■
1334 REM BLU BUN PUR
1333 PRINT"
1339 REM BLU BUN PUR
1348 PR INT ■
1344 REM MM PUR LBL BLU
1343 PRINT"
1349 REM PUR BLU BUN
1 358 PR I NT ■
1334 REM BLU PUR BUN
1355 PRINT"
1339 REM BLU PUR LBL
1366 PRINT"
1364 REM BUN PUR LBL
13B3 PRINT" - ■
1369 REM PUR UHT BUN
1376 PRINT-
1374 REM BLU PUR UHT BLU
1375 PRINT'
1379 REM LBL
I 388 PRINT" [J-
I3B4 REM CRD
I3B5 PR I NT • I
1363 REM B4-U LBL BLU
1366 PRINT-a*4*«*4*ai I I I II I I I M I II
1388 REM LBL
1389 PR INT'0 ,J -* JJJJJJJJ ^ JJJJJ - /JJ,JJ ''^ jjjjjJJJJJJJJJJ " I
I3BS REM CYN PUR GRN REO GRN BLU YEL RED CYN PUR GRN BLU REO
1396 PRINT" kTBUBE * II S 9 kStHm* 1 8E
1391 POKEV *21 ,2S5iPOKEV,2BiP0KEV*l . 1 B6 I P0KE264B ,2 16 ■ POKEV • 16,6
1392 POKEV*2,25BiPOKEV*3,98IPOKEV*4, 1 38 1 POKEV *3 , I 38 i POKEV *6 , 181
1393 POKEV«B.7BiPC*EV»9.3eiPOKE493e9.243iPOKE49313,237iP0KEV*3e
1399 REM CLR- 2«CRO
•4
Ga
m
e
II I I I I I I I I I* <s
i4BB pRiMT-jBi - ' iG-eeztcM-e
1404 REM PUR BLU RED BtCRO- 2»CRL-PUR
1403 R«-'
I40G REM PUR
1407 T*« "9 •
1488 REM GRN CRO-CRL CRO-CRL CRO-CRL CRD-CRL CRD-CRL CRD
1489 REM CRD-CRL CRO-CRL CRD-CRL CRD-CRL CRO-CRL -LBL *^
1410 u*" "Hi mi an m m\ m< m\ m\ m\ m\ mi m\ .w mu
1438 PRlNTT«iPRINTTftB< 1 9 >S« I PR INTTflB < 1 9 >S*« PR I NTTftB < I 9 >S« t PR INTTftB < 19 >S*
1434 REM 2tCR0 HOM- 3«CRO
1433 PR 1 NTTAB < 1 9 >S8 I PR INT *99"R* I PR INT 'IHII' 1 PR I NTTAB ( lB>5*ij
1436 REM HOM- 2«CRD
1457 PR I NTTAB < 12 >S«i PR I NTTAB <3 >S*« PR I NT "999" I PR INTTAB < I3>U»
I4G4 REM MOM- 2*CP0
1483 PR INT "999" I PR I NTTAB < 26 >U8 I POKEV *2 1 ,833 I POKEV , 28 ' POKEV* I > I
147B POKEV *2, 232 IP0KEV*3,3BIP0KEV*4, 78 i POKEV *3, 88 I POKE V*6. 8 < POKEV *7, IBB
1473 POKEV*16,8iPOKEV*8,98iP0KEV*9, 138 ■ POKEV » IB ,288 ' POKEV • I 1,111
14B3 P0KEV*l2,6BiP0KEV*l3, 1 70 IPOKEV * 14 , 1 00 ■ POKEV* 13 , 192
1490 FORI-204ITO2047IPOKEI , 243 ■ NEXT
1496 P0KE49389,247tPOKE493l3,243iPOKE49312,234iP0KEV*3B.B»
1497 REM 5»CRD
1499 PRINT"99999" i GOSUB40B00 ■ RETURN
REM OR 2 LGN LBL OR 3
PRINTTAB(3>-»C-TABC 15>"9LI "TAB(2B>"U,E"TAB<26>
REM MOM- 22*CR0
4BBI0 PRINT-HMMBMaaaMaaaBBMHaMi-' IFSC>HITHENHI-6C
40011 PR I NTTftB (6 > I SCI TAB ( 1 7 ) I L 1 1 TftB <22 > I LE I TAB < 28 > I H I
41111 RETURN
49998 REM CLR
49999 PRINT"J'1P0KEV*2I ,8
5B818 G8-- GftME OVER"
30814 REM HOM- 6*CR0
30013 F0RT-BT014iPRINT"9999999"l I FORTT-0TO9 ■ PR INTGSI P0KE646 , I NT < RND < 1 >«13>
30B28 GOSUB3803B I NEXTTT , T I 80SUB6 1 0B0 1 RE TURN
50B3B POKESI*7,32IPOKE62*7,13iPOKES3+7,TTtPOKESI*7,33iRETURN
39999 REM CLR -CRD -RED
60000 POKE5326fl,BiPOKE332B I ,0 I PR I NT -J9F* »
6BB14 REM BLU RED
60013 PRINT" Bill I I I I I I III III I
680 19 REM BLU RED BLU RED BLU RED
6BB20 PR INT" J 19*** • • ♦*** ***a I
60023 PRINT" • • * * * * *
60029 REM BLU RED BLU RED BLU RED BLU RED BLU RED
6803B print- * «aiia»«an a*a i im *a i is* *a 1 1 m* • •>
68B33 PRINT- • ••** *«• ♦#♦ ♦** • "J
6B839 REM GRN RED GRN RED BLU RED BLU GRN RED GRN RED
60040 PRINT- • Mt-^B* «9\-> W Ml » Ml UK
60844 REM BLU REO BLU RED
G8B43 PRINT" MINI* • *9 I I I 9* * ** ♦ • "I
68849 REM GRN REO
60838 PRINT" B^Mfr** • • **** • • • • ♦
60834 REM GRN REO
68833 PRINT" •% -\ ■*
68839 REM BLU REO
68868 PRINT- ■ I 1 1 I I I I I II M I I I I I I I I I I I I I I I I !■»
68863 PRINT- 44 MM t M 4 *
68869 REM BLU RED
68878 PRINT- .J III III I I MM III
P4 REM BLU REO BLU REO BLU REO
PRINT* • ***3 l »•** 9 !**•• * * •***
68879 REM BLU REO
PRINT* • • • • * • aiv ♦ *
REM BLU REO BLU REO BLU REO BLU REO
print- **aiia* * * »J* *JI :
68889 REM BLU REO
68898 PRINT* • •** * • «*J IS *** *4
68894 REM BLU REO BLU REO
6BB93 PRINT* * • • * • *J 19 • •
68899 REM BLU RED BLU RED BLU REO BLU REO BLU RED
68188 PRINT- ft* 919*911 49 I I I 9* • *J 1119
68183 PRINT- • • •♦* *** • • •*** • **•*
68189 REM GRN
68118 PRINT" A 9- \^ -»->->-< n t^-tt
681 18 REM RED BLU
68 1 I 1 PRINT" 911 I I I I I I I I I I I I I I I I I I I I I I I I I I I ■ I I I I I I I
68 1 14 REM REO
68113 PRINT-9
68124 REM HOM PUR BLU VEL CYN GRN BLU UHT PUR YEL BLU
68123 PRINT'S -IX«I",S ■^lUT'l'' USE 93BF9E9" ' H I
68288 GETOSI IFO«" " "THENG0280
6823B IF08-- "THENRETURN
68299 GOTO60200
6 1 000 I FSC < H I THENRETURN
61004 REM CLR- 34CR0-RED
61003 PR IMT- J9999H PLEASE STATE YOUR NAME "
61889 REM BLU YEL
61818 INPUT-9>a-'XS
61828 RETURN
READY.
VIZ ASTAR 64
THE INFORMATION PROCESSOR
■ Spreadsheet ■ Database ■ Graphics
■ Extract from your information files
and include them into the worksheet
for fast, powerful calculations and
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■ Instant, on-screen design of your
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selection of facilities.
■ The high resolution grid pattern
frames the worksheet giving an
easy-toread display.
■ A 1000 Row by 64 Column wide
worksheet with large memory
capacity and efficient usage.
■ Extensive use of 'Windows' allows
you to view one part of the
worksheet while working on
anoiher.
■ Add or remove items from your
records without having to re-
construct your existing information
records.
■ Records up lo 1.000 characters
long with each item up to 250
characters.
Advanced spreadsheet features
include individually variable column
widths, protected cells, a pro-
gramming facility plus a wide range
of maths functions.
■ Supports virtually any printer
-CBM. EPSON, JUKI. BROTHER.
OLIVETTI and many others.
■ Parallel pnnters require ONLY a
low -cost cable.
■ Include information directly into
the Worksheet from VizaWrite and
almost any other system.
■ Simultaneous display of work-
sheet and line or bar graphs.
■ Worksheet manipulation lets you
Search, Sort. Copy, Move. Delete
and Insert by row, column or a
range.
■ Text editing facilities for letters,
invoices, report headings etc.
VizaStai integrates three important electronic
aids to your business or home office.
A fast and easy-to-use package - VizaStar is a
comprehensive information processor that
includes an electronic worksheet, information
filing system and simultaneous on-screen
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VizaStar has been designed to incorporate
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The information filing capabilities
of VizaStar enable you to store
your information onto disk in
an ordered and instantly retrievable form. This
means that you can quickly pick out individual
or entire groups of related information to
create lists, statements, labels or reports.
VizaStar is the ONLY program of its kind on
the Commodore 64. Completely consistent
with the VizaWrite word processor, VizaStar
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VizaStar costs just £99.95 (incl. VAT)
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VIZA SOFTWARE, 9 MANSION ROW,
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Dealer enquiries welcome.
MOST BASIC GAMES LACK
one vital commodity — speed.
This means that the majority of
BASIC arcade type games are
slow and boring when
implemented, and thus
become unpopular. Machine
code (including those routines
given in the first two parts of
this series) helps to speed
things up, £ut BASIC running
time is still the main limiting
factor. To remedy this, part
three concentrates on speed
increases in this domain.
Some speed increases are
obvious (e.g. removing spaces
and putting several statements
onto each line), but others
need greater investigation. It is
always a good idea to put the
main routine (the section that is
used constantly when the game
is in progress) near to the start
of the program. Not only does
this mean that GOTO line
numbers will be shorter, but
exeucution time issaved. This is
because each line in Com-
modore BASIC is found by
tracing along from the start of
the program, so the nearer it is
to the start, the quicker it is
found.
Style and logical layout are
also important. If you put all
eventualities in the main
routine, the game will be very
slow. It is best to strip the main
routine to the bone, leaving
only a PRINT, GET, GOTO and
a few IF/THENs (with a few SYSs
if machine code is to be used).
To cope with the other needs
of the game, simply GOTO or
GOSUB separate routines. For
instance, to test key presses,
you only need a GET statement
and an IF condition. This can
decide if any key at all has been
pressed, and if this is so, a
separate routine can handle
the combinations of presses
(quick tip here: POKE 650,128
gives repeat for all keys, and
normal
650,64
POKE 650,0 gives
repeat, while POKE
stops all repeating).
It is sensible to put all
routines in order of frequency
of use so that those needed
most often can be accessed in
Listing
less time. Thus, a key respond
will be first in most cases, while
a lose life routine would
probably be last.
Usage of certain functions
should be kept to a minimum.
For example, the easy way to
POKEV+21/0
1 REM##*##**#**#####
2 REM*3C0RE ROUTINE*
3 REM* BV *
4 REM* DflVIB REES *
5 REM***************
4000 FORN=0TO9 : GETfl* NEXT
400* REM*CCLR HOME ]
40 1 0 P0KE56325 , 50 - PR I NT " rj"
4020 IFS<9»=STHEH4200
4030 PPINT"Y0U RPE IN THE TOP TEN SCORES
4039 REM*CDt:iWN*23
4040 PRINr'SfeFLEftSE ENTER YOUR NAME : "
4050 INPUTNS
4060 NI=LEFTKN$, 14>
4070 N«8
4080 F0RN=0T09 1 1 FS>S < N ) THEN4 1 00
4090 NEXT
4100 F0RM=9T0NSTEP-1
4110 N$<M+1 >=N*<M> : S<M+1 >=S<M> ■ NEXT
4120 S<N>«=S:N$<N)=N$
4199 REM*CCLR HOME ]
4200 PRINT'TT;
4209 REM*CRVS ON] CL. BLUE]
42 10 PR I NTSPC < 1 5 > " SORSTERQ I DS "
4219 REM* C PURPLE JC DOWN J
4220 PRIHTSPC<16>"*SC0RESW"
4229 REM* C WHITE]
4230 PRINT" ai "N$<@>
4239 REM* C UP ] C DOWN ] [ GREEN ]
4240 PR I NT " rr TAB < 29 ) ; S < 0 > " NH"
4250 F0RN=1T0S<
4260 PRINTN+l;N*<N>
4269 REM* C UP 3 C DOWN 3
4270 PR I NT " T TAB < 20 > ; S < N > " W
4280 NEXT
4289 REM*CRVS ON] CL. BLUE]
4290 PRINT" atPRESS ANY KEY
4300 GETfl* : IFfl$=" "THEN4300
4399 REM* (XL R HOME]
TO CONTINUE"
update the screen figures is to
PRINT them with each routine
cycle.
However, score and most
certainly lives lost does not
need this rapid update. It is
more appropriate to print out
each set of figures only when
they change, thus saving time.
Instructions
Hopefully, your own ingenuity
and the information provided
in these articles has lead
you to create a fast, interesting
game. However, many people
falter at the next, final step.
A game is only fun if it is easy
to use and has some extra in-
centives attached, but many
programmers miss this point
in the rush for their family's
and friends' acclaim.
One of the most important
extras is the instructions.
Essentials, such as which key to
press, should be included but a
friendly, well set out intro-
duction adds polish to the
game. Options at the end of the
game should not be ignored. If
somebody wants to have
another game, he should be
allowed to do so easily, by
following clearly set out
instructions, rather than by
RUNning the program again.
Finally, a player always likes
to seem important, no matter
how well he or she did. The
best way to accomplish this
is to use a score table. Listing
1 gives a score program for the
Commodore, and allowances
have been made so it can be
easily integrated into a games
program. Colour produced by
the program is not shown in the
screen dump, but it is still a
powerful tool. Colour can be
used for highlighting, and can
easily make the game title and
top score outstanding.
your view the game of 1985
how do you convert your
hobby into an arguably
lucrative profession? In
of an answer, Alison Hji
spoke to some of the leading
SO YOU'VE
WRITTEN A
IT'S CERTAINLY TOUGH AT THE TOP.
All the software houses I spoke to will
look at any game submitted to them, but
the standard is very high. "Everything sent
to us gets looked at", insists Jeremy Cooke
of Virgin Games. But, "The new market
requires a high standard. It's increasingly
difficult to find good stuff." Virgin accept
approximately 5% of the games submitted
to them; this is about average. A'n'F, for
example, receive about 1 50 to 200 games a
year of which around 4% are accepted.
Other are less generous: Anirog accept
about one game a year. How, then, do you
qualify?
First steps
The software house moguls disagree on
the form in which they wish to receive,
your game initially. Jeffrey Heath of
Activision believes that the idea behind
the game rather than its actual content is
paramount. Activision would then pass it
on to their European designers and, if the
idea is approved, the programmer would
be invited to discuss it further. Other
companies, such as Quicksilva, would
prefer to see the completed game.
However, most like to see a
demonstration version. Roger Gamon of
Anirog thinks it is necessary to see some
concrete evidence of the game so his
software experts can 'see all potential
aspects of the game'.
Selection procedures
All the software houses I spoke to have
different selection procedures. They vary
from one resident software expert
employed solely for the purpose of
assessing submitted games to a team of
reviewers. To quote Sandy Marchant of
Bubble Bus, "A review body of 4 or 5
decides if the idea needs to be pursued".
If your game is given the 'thumbs
down', it will be returned (but there's
always another plan of attack - read
on). And don't raise your hopes too high
even if you are given the initial stamp of
approval. Mike Fitzgerald of A'n'F says
that 30 or 40 of the games produced by
them are never finalised. However, if the
contract is withdrawn, they return the
copyright to the programmer.
Very few games are published in their
initial state. "We would accept very few
games as presented", says Mike
Fitzgerald. All software companies have
teams of experts who enhance graphics
and sound, for example. Mike Fitzgerald
reckons that 4 to 6 weeks usually pass from
the time of receiving a game to the time
it's marketed.
What's in a game
Originality scores top marks, Jeremy
Cooke says, "To some extent, there are
still too many people sending in a straight
rip off. It's like the music business where
people copy a Paul McCartney song and
then wonder why they're not successful."
Like all software houses, Virgin are very
anxious to hear from programmers with
novel ideas.
But a few borrowed routines may be
acceptable — as long as this isn't carried to
excess. Mike Fitzgerald told me: "If
somebody actually disembowelled Jet Set
Willy, I'd turn it down. But, for example,
in Krazy Kong, there is a routine with
things rolling down a girder. Now, if
GAME
somebody used the same routine in a
game submitted, I wouldn't turn it down
because of this."
Original ideas are hard to come by.
"We haven't had any really good original
ideas sent in." said Roger Gamon. So,
what else helps sell your game to the
'powers-that-be'?
Addiction is also very important. It is
described by Jeremy Cooke as, "That
magic quality whereby it's easy to start a
game but difficult to keep going" or,
simply, as 'payability', by Sandy Marchant
of Bubble Bus.
Games written in BASIC are generally
unpopular. Roger Gamon believes that
some games (although strategy games
rather than arcade games) 'can be written
quite well in BASIC' but others believe,
that games written in BASIC are given a
bad press. "The punters tear it apart —
they don't like it", says Jeremy Cooke.
Mark Eyles of Quicksilva was the most
outspoken in his condemnation of BASIC
games: "I can't think of any program
written in BASIC good enough to publish;
it would need to be in machine code".
The initial impact of the game is
Feature
COMMOOORf
GUMSHOE
obviously important and, therefore, the
sound and graphics should be of a high
standard. But, as Mark Eyles pointed out,
anybody submitting a game to a software
house is assumed to be of a high technical
standard — and software houses employ
teams of people to enhance sound and
graphics.
But, technical ability and creativity
don't always go hand in hand — "Often
good programmers aren't always the
people with good ideas", says Jeremy
Cooke. An exceptional programmer will
be welcomed and encouraged as would
an excellent game. "If the game is
technically very good — say, an amazing
version of hangman — although we're not
interested in the game, we might use the
programmer for conversion work or feeci
him with ideas".
Money, money, money...
So, your game — or your potential as a
programming genius — has been
accepted. What are your rewards? It's a
myth that, once you're regarded
favourably by one of the top software
houses, you're on a quick road to fame
and fortune. "A programmer's earning
capacity has been exagerrated", says
Roger Camon. Having written a
successful program, a programmer can
earn as much as £1-2,000 a month but
success soon wanes: the life of a program
is now very short — about 2-3 months.
Some programmers can earn £10-20,000 a
year whereas others will earn a mere one
or two hundred for one game which has
gained minimal success.
Most companies encourage their
programmers to accept royalties but, in
some circumstances, the programmer can
receive a straight fee. Royalties present
more of a risk. Mark Eyles says, "If the
game does well, we both do well," — and,
of course, vice versa! But royalties do
offer higher potential earnings. Roger
Gamon stated the example where one
programmer, who would have received
an outright fee of £1,500, earned £11,000
in commission.
Most companies are also quite
prepared to offer their programmers
advanced royalties — to assist in the
purchase of equipment crucial to the
development of their next master-
piece, for example.
Other assistance
It is not only to your financial advantage to
be found and nurtured by one of the
leading software houses. As Mark Eyles
told me, "With the market as it is now, if a
programmer is capable of producing a top
selling game, we will keep with him. With
the life of games being not as long as they
once were, programmers need to keep
churning out hits. A lot of programmers
produce one amazing game. When we
find a good programmer, we encourage
them to do a follow-up straight away — to
keep on working". Their service to their
programmers includes regular contact
through newsletters. They also provide
them with equipment, as do most
software houses. Their new programmers
will also have a wealth of advice and
technical expertise at hand.
The software houses are always on the
look out for new blood. Anirog, for
example, advertise for new programmers.
• Sound & Graphics
• Technical ability
impact ana documentation are very important.
-A low boredom rating on a game means better value
for money.
— BASIC isn't strictly taboo but Machine Code is more
efficient and professional.
—Such details grab the software expert's attention.
— Maybe you haven't got an original idea in your head
- but the software houses are always on the look out
for technical expertise.
"We are definitely on the look out for
new programmers," says Roger Gamon.
Their programming requirements exceed
the availability. This said, it is very difficult
to find programmers of the calibre
required and many resort toother means.
Says Jeffrey Heath, "Because we have
such a superb supply of products from our
parent company, the standards needs to
be exceptionally high."
Final note
However, don't be disillusioned by the
seemingly impossible odds you face
should you decide to submit your game to
one of the software houses. Just bear in
mind a few important facts. First of all,
choose your potential publisher with
care. If your game is a fast, addictive
arcade type game opt for a software
company which trades in that sort of
software, such as Anirog. If adventure is
your forte, then Level 9 are likely to take
more interest in it than, say Virgin Games.
Secondly, remember that the software
houses receive a very large input of games
and so those with instant appeal are likely
to grab their attention. Make sure your
game is well presented and the
documentation is clear and accurate. As
we've learnt from experience, there's
nothing worse than receiving a game with
a sound and interesting idea when, due to
minimal documentation, we can't
decipher how the hell to play it!
Magazines
OK, so maybe the produce of your labour
isn't a totally original game of Manic
Miner standards. But it's good. Why
should it only be reserved for the eyes of
your nearest and dearest? Games players
everywhere should bear witness to your
semi-genius. All is not lost. Your deserved
acclaim can yet exceed a look of
admiration from little brother or a pat on
the head from Aunt Alice. There's a
wealth of computer magazines strewn
across the shelves of your local
newsagents (although only one of any
note, I hasten to add!). »
Magazines look for the same basic
qualities in a submitted game as the
software houses — originality, technical
ability, good presentation and
documentation (and a £10 note — Ed.).
You should also take into consideration
that we haven't a supply of technical
experts on call to add amendments to
your sound and graphics. So, it is probably
more important that your game is totally
bug free and does exactly what it says it
does. The documentation should also be
very clear and accurate as our readers
who have to type in the game may not be
as technically adept as you are — and we
will be inundated with phone calls if they
can't get the game to work I
E
T BE SCARED. IT'SH
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Why tear your hair
out for hours over
some newspaper's
infernal crossword
when you can create
your own with the aid
of your 64? Garry
Marshall shows you
A CROSSWORD IS A NAT-
ural arena for developing and
using techniques for handling
strings and arrays. The
computer can be made to
display the skeleton for a
crossword, to accept entries for
it, and even to verify and
display these entries. By writing
a program to do these things,
we can create an 'interactive
crossword', which can do a
great deal more than a
crossword that is merely
printed in a newspaper.
Besides verifying entries, it
could even be made to fill in an
entry if the person tackling the
crossword were genuinely
stuck.
For this month's program-
ming project, we shall look at
how the numbering plan for a
crossword can be computed
from its skeleton, and how the
length of the solution to each
clue can be found. We shall
then go on to construct a basic
interactive crossword that
verifies the solver's attempt at
the answer to any clue. The
programs that are presented
for these activities should
provide a firm basis for the
creation of a truly interactive
crossword that is much more
user friendly than a conven-
tional one. In creating this, we
can demonstrate that the
computer is a much more
advanced medium for
supporting a crossword than
the commonly used medium of
paper.
PROGRAMMING
PROJECTS
contained in the programs
presented later on. The
skeleton of the crossword is
shown in Figure 2. Obviously, it
consists only of black and white
squares, which makes the
problem of displaying it quite
simple. In fact, we shall
represent it with a surround of
dark squares, as shown in
Figure 3. By doing this, we can
treat the squares at the edge of
the crossword itself in the same
way as all the others during
computations on them. It also
makes the display of the
crossword on the screen more
effective.
The crossword can be
represented in the computer
by using a two-dimensional
array of string variables. Each
elemenfof the array can 'cover'
a single square of the
crossword, by containing the
letter that should be placed in
that square when the
crossword is filled in, or some
other character to represent a
black square (we shall use a
space character for this
purpose).
We shall use an array named
CROSS$ to store the crossword.
As our crossword has 6 rows
and 6 columns, we shall give
CROSSS dimensions of 7 by 7,
and then rows 0 and 7, and
columns Oand 7 can be used to
hold the border. We can now
represent the crossword itself
by:
E
Representing and
displaying a crossword
A small crossword is shown,
together with its clues in Figure
1. The solution to this is
10 Din c*;oss»<r,r>.N(6,6)
20 FOR J*l TO 6- FOR K=l TO S
30 READ CR0SSJa,K>
46 NEXT K NEXT J
50 DATA "fl"," m j*l\ w t m t m "
60 DATA ■B"» B ft B »"S"*"I"/"C"*" "
70 data 'S-i-S - *" ".-trro-'.-r-
88 DATA " -,"C",- ".?H*.T
90 DATA "E»,-I-, n T-," V"A"-"ir
100 DATA "T-.-IV ■VA*,"l"."E:"
Figure 1. Crossword with clues and solution
'A
III
mm
5 A
2 |
3 T
mm
mm
mm
1111
'B
s
I
c
's
S
Hi
.-.-.v.-.w
0
T
C
:■:•:■:•:•>:■:-
•••Wm'.W
:¥:¥SSS
■
mm
1
"B
I
T
ill
■•■•■•■•■•■v.
"A
M
*T
I
14 A
L
E
Clues
ACROSS
2. 1982 was the year for this
4. Simple language
7. Bends or Nazis
8. For inventing logic
10. Half a minute? No a third
11. A little information
12. Morning in Cambridge
13. Reliable chip maker
14. Real, but not variable
DOWN
1. Nothing negative about this function
2. To be the third person
3. Can there be metal in it
5. A code, as I see with one eye
6. Not Basic, not Pascal, but both
9. What you need to do crosswords
11. You can soon buy some of this
Programming
The border can be added by:
110 FOF L=0 TO 7
120 CROSSJ<0<1_> = "
136 cfto$s*a.e>«"
140 NEXT L
CR0$3«<?M_>="
CR0SS*<L,7>»-
After this the crossword can be
displayed by a simple
procedure which we shall
package as a subroutine
starting with the line number
1000. It will display the
crossword in the opposite style
to that in which it appears on
paper, with the squares that are
black on paper appearing light
on the screen. After adding the
calling instruction
150 GOSUB 1000
the display subroutine is
written as:
llli
w
ill
; : : : : : : : : : : : : :-: :
.v.v.v.v
n
mm
III
111
:•:•:•:•:-:-:':-
■:-:•:•:•:■:•:•:
■:•:•:■:■:■:■:■:
mm
mm
:-:•:•:•:•:•:•:■
mm
Figure 2. The crossword skeleton
Figure 3 Crossword with surround
150 GOSUS 1980
160 EHD
410 IF CR0SS»"F;0W,C0L>O-
1006 PRINT "MMW
1910 FOR J«0 TO 7 FOR k-0 TO 7
1020 IF CR0S8*<J«K>«" ' THEM PRINT CHRttltt/
103O PRINT "
1040 NEXT K PRINT- NEXT J
1050 RETUPC
THEN PRItir CH»<U6>. 00TG 440
00T0 1040
This is fine if we want to
display the crossword, but a
crossword puzzle solver wants
to see the skeleton so that it can
be filled in. However, our
display subroutine can be
adapted to give only the
skeleton by changing line 1030
to:
1030 PRINT " ";
so that it prints a space rather
than any letter forming part of a
solution. Again, the crossword
skeleton will appear on the
screen with the reverse of its
appearance on paper.
Finding the numbering
plan
The numbering plan for a
crossword is the set of numbers
that is added to it to identify the
positions in which the solutions
of the clues are to be written.
The solution to 5 across, for
example, starts in the square
numbered 5 and goes across, or
horizontally, from there, while
the solution to 7 down starts in
the square numbered 7 and is
written downwards from there.
The numbering plan can be
determined automatically from
the skeleton. This is done by
examining each square in turn.
row by row, starting at the top
left and finishing at the bottom
right. The numbers are
associated only with blank
squares, so the others may be
ignored during this process.
When each blank is examined,
a code-is assigned to it in a way
that reflects its four
neighbouring squares to the
north, east, south and west. All
the possible configurations for
the squares surrounding a
blank square are shown in
Figure 4. The code is
determined by counting 1 for a
black square to the north, 2 for
one to the east, 4 for one to the
south, and 8 for one to the
west. The codes are also shown
on Figure 4. A little thought will
show that solutions can only
begin in a square having one of
the codes 1,3,8,9,11,12 and 13.
But the codes give more
information than just where a
solution begins. They also show
whether the word goes across
or down, or even if a square can
have answers going both across
and down starting from it. By
referring to Figure 4 again, we
can see that words starting in a
square with the code 8,12 or 13
go across, and those starting in
a square coded as 1,3 or 11 go
down. If a square has the code 9
then there will be words going
across and down from it.
Using this information, we
can find the numbering plan
and print it on the skeleton
with the following program,
which computes the numbers
and stores them in an array
named N. This section of
program starts at line 150,
overwriting the call to the
display subroutine, which is
not needed again as this
section of program contains its
own display routine. After
adding the dimensions for the
array N to line 10 with:
10 DIM CROSS$(7,7),N(6,6)
the addition to the program is:
Note that when the
skeleton is printed complete
with numbers, any number
from 10 upwards is truncated so
that only its least significant
digit is displayed. This is for the
very good reason that only one
character can be displayed in
one character position! But
despite the fact that only the
last digit of the number is
displayed the number is
computed in full. Toprovethis,
we can print a list of the
numbers and directions for all
the clues in the crossword by
adding the lines
222 IF T=1 OR T=3 OR T=11 OR
T=9 THEN PRINT N; "DOWN"
224 I F T=8 OR T=1 2 OR T=1 3 OR
T=9THEN PRINT N;"ACROSS"
10 DIN CR0SS»(7,7).H<6,6>
20 FOP J-l TO 6 FOR K»l TO 6
30 READ CROSSIvJ.M
40 NEXT K NEXT J
50 DATA
70 DATA
88 DATA
90 DATA
180 DATR
110 FOR L"0 TO "
120 CROSSK0.L)-'
13C CROSS! (L.0)""
140 NEXT I
158 N-l
•S-.'A'.-S"
,"1".-C"," -
CRQSSI<7.L>'
CR0SS»tL.7>«
TO 6
FOR COL-1 TO 6
THEN 240
THEH T-T»l
THEN T-T»2
THEH T*T»4
THEN T-T*S
160 FOR RQM-1
170 IF CR0SS«R0H,C0L>"-
160 T-0
190 IF CROSS! <R0U- 1. COO
200 IF CROSS* '.F0M. COL* 1'
210 IF CP0S&»(RQN*l,Ca>
220 IF CROSS* v ROW , COL- 1>
230 IF T-10R T-3QR T-fi0R T-90R T-tlOF T-120R TM3 THEH H<R0H,C0L/-N
240 NEXT COL
250 NEXT ROM
260 FOP ROM-0 TO 7 FOR COL=0 TO ?
270 IF CROSSliR0U-COL-=" " THEH FRIHT CHRIU6-i'. GOTO
280 IF N(ROM.COU<>0 THEN PRINT RIGHT(<.STRIvH«R0H.C0L>>. 1), 0OT0 300
290 PRINT "
300 NEXT COL PRINT NEXT ROM
READY.
The length of each solution
can be computed and added to
the list of clues by amending
the two lines just given so that
they each call a subroutinne,
and then adding the sub-
routines themselves. The
amendments and additions
are:
segments, we can arrive at the
following:
ZZl IT T*iOft T*30R T»11UR T*9 THEH PftlHT Hi' BOW".
224 if T-eoR TM20R r-i:a T -^ then print m." across*
&OSUB
i GOSUB
,'yu
800
310 EttB
600 W=l X«GX
810 *=X*1
S2Q IF CROSSttRGU/: ..
530 PRMT "<"i W, ■>■.
340 RETURN
300 ti-l V-ROM
910 V-V-l
928 :r CR0SSf<Y«C0L>O*
330 Pf.IHT W,
;-40 RETUPil
THEH K*MH ■ GOTO 310
THEH H-N» I GOTO 910
E
Interactive display of
word
Our interactive crossword can
now be programmed fairly
simply to accept an attempt at a
solution and to find whether it
is correct or not by comparing
it with the answer that it already
holds. This is the point at which
it really starts to become
interactive.
To enter a potential
solution to a clue, we could
expect the user to provide us
with three things: the number
of the clue, whether it goes
across or down, and the
attempt itself. From the
number we can find the
starting position of the word in
CROSSS by searching the array
N to find the position occupied
by the number. We can then
find the code associated with
the startinng position to
confirm that the code does
indeed go across or down, so
verifying the second item
entered by the user. Finally,
since we know how to find the
length of the word starting at
any valid position, we can find
what the answer really is, by
extracting it from CROOSS,
and compare it with the
entered attempt to see
whether it is correct or not. All
the necessary actions have
been programmed previously,
although not in exactly the way
that we now need. By adapting
the previous program
":~£: : :?r
8
mm
IP
1
12
450
460
470
430
430
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
670
6:30
690
700
input -number". n
INPUT "fl FOR ACROSS- B FOP DOMMMM
INPUT -SOLUTION", S*
3-1 K=l
IF N'J.K>«M THEH 520
K*K+1 IF K-7 THEH K-l J-J*l
00T0 4?0
T=0
IF CR0SSt<J-l,K>- B * THEN T-T+l
IF CR0SS*<J,KH>=" ■ THEN T*T+2
IF CR0S$*<J*1,K>*" " THEH T^T»4
IF CR0$S*<J,K-l>*" " THEH T=T»8
IF <T-00R T=90T T-120R T»13> ft IB Di*-« ' *®* «£
IF (T-10R T=30R T=90R T-U) AMD B*= B THEN &J o
PRINT -NO CLUE MUB* STOP
^\.lS<«RDl,H,l)CCR0SS*vJ.X> THEN PRINT "INCORRECT" STOP
IF X CP0SS*(J,k>O" " THEN H=M* 1 GOTO 6!u
PRINT -CORRECT" STOP
SwS<M^fcl>0<^<V-« THDt PRINT "INCORRECT" STOP
ir*CR0SSJ<Y.K)O" " THEN U-H*l GOTO 660
PRINT "CORRECT- tTOP
END
REftBY.
:-:*x*:*i
J
6
■
8
10
13 14
Figure 4. Blank squares and their codes
mm
HI
I
IvIvXvX
hi
11
Programming
Note that by replacing
STOP instructions wherever
they appear (that is, in lines 590,
610. 640, 660 and 690) by GOTO
450 the program can be made
to accept entries continually. If
this is done, it will also be
necessary to take steps to tidy
up the display. It can also be
observed that the subroutines
starting at lines 800 and 900
have been written in different
ways. They perform essentially
the same functions, but the
ways in which they are written
show that the same actions may
be programmed in very
different ways.
Summary
The program fragments
presented here provide a kit of
parts for the construction of a
basic 'interactive crossword'.
The parts need to be assembled
coherently, the code needs to
be made secure against the
entry of invalid data, and there
is scope for further develop-
ment before a fully interactive
crossword program is
produced.
Nevertheless, many of the
necessary building blocks and
ideas are here. The basic
structure of the program needs
improving, not least by
packaging routines that are
needed more than once as
subroutines. The ultimate
success of a program in
providing an interactive
crossword may depend on its
structure.
A complete listing of the
program developed in this
article is given in Figure 5.
Program Listing
19 DIM CR0SS*(7,7),N<6,6;
29 FOR J-l TO 6- FOR K=l TO 6
30 READ CR0SS*<J,K>
40 NEXT K : NEXT J
50 DATA "A'V "j»J*,*TV V
60 DATA ■l"#fft J, j*e"#"I"/"C"*"
■N'V'O'VT"
70 DATA "S"
80 DATA " "
. "B","I\"T"," ","A","M"
100 DATA "T'VTV "A", "L", "E"
, 'S'V
"I
"I"
110 FOR L=0 TO 7
120 CROSS*<0,L>=" CR03S*(7,L,-=" "
130 CROSS*a>0;=" "■ CRGSS*(L,7>*" ■
140 NEXT L
150 N=l
160 FOR RGW=1 TO 6 FOR COL-1 TO 6
179 IF CROSS* (ROM, COL) =" " THEN 240
160 T=0
190 IF CR0SS*(R0W-1,C0L>=" " THEN T-T+l
200 IF a0SS*<R0W,C0L+n-" - THEN T=T+2
210 IF CROSS*(ROW+l,C0L)=" ■ THEN W+4
220 IF CROSS* < ROW. COL- 1)=" " THEN T-T+S
222 IF T=10R T=30R T=U0R T=9 THEN PRINT N, " D0W1".- G0SUB 300
224 IF T=S0R T=120R T-130R T^9 THEN PRINT N»" ACROSS" > G03UB 800
230 IF T=10R T=30R T=S0R T-90R TM1GR T-120R T=13 THEN N<R0W.C0L)=N N=NH
240 NEXT COL
250 NEXT ROW
260 FOR R0W=0 TO ?■ FOR C0L=0 TO ?
270 IF CR0SS*<R0W,CQL>=" - THEN PRINT CHR*<166)^; GOTO 300
280 IF N<ROW,COL>O0 THEN PRINT RI8HT*«STR*WR0M,C0L»* t>i ■ GOTO 300
290 FRINT " ",
330 NEXT COL PRINT NEXT ROW
450 INPUT "NUMBER", M
460 INPUT "A FOR ACROSS- D FOR BGNN",B*
470 INPUT "SOLUTION-; SI
480 J=l- K"i
490 IF N(J,K>=M THEN 520
508 K*K*V IF K»7 THEN K"f J=J+1
510 GOTO 490
520 t*e
530 IF CR0SS«<J-1,K>=" " THEN T-T+l
540 IF CR0SS*<J,K+1>=" " THEN T=T+2
550 IF CROSS* <J+ MO*" " THEN T=T+4
560 IF CR0SS*<J#K-O=-" " THEN T=T+8
570 IF (T=80R T=90R T=120R T^13) AND D*-"A" THEN 600
5S0 IF <T=10R T=30R T-90R T*U) AND fi*— D" THEN 650
590 PRINT "NO CLUE ".M.-D*: STOP
600 W=1 : X=K
618 IF HIW<WRW/H,1>OCROSS$<J>K) THEN PRINT "INCORRECT" STOP
628 X-X+l
636 if cr0ss*'j.k>o" " then w=w+1 goto 610
640 print "correct" stop
650 w=iv=j
660 if mid*<w0rd*.w.. 1> c-cr0s3*\y,io then print "incorrect" stop
670 V 3 Y+1
680 IF CR0SS*<V*K>O' ■ THEN W=W+ 1 GOTO 660
690 PRINT "CORRECT" ■ STOP
70© END
8O0 W=l X=C0L
810 X=X+l
820 IF CR0SSi'.R0W,X>O-
830 PRINT ■■("; N; ->-.
840 RETURN
900 W=l: v=R0W
910 V=V+1
920 IF CROSS* <Y, COL X>"
930 PRINT -<"; M; ">",
940 RETURN
Figure 5 The complete listing
THEN W-W+l GOTO 810
THEN tHHt : GOTO 910
E
the subjects under
discussion in this
month's instalment of
our BASIC series from
A.P. and D.J.
Stephenson.
t
T
ft
E
i
A-C-T-S
E
FROM A SUPERFICIAL
viewpoint, we could define a
subroutine as a collection of
programming lines terminating
in the keyword RETURN and
activated (called) by the
keyword GOSUB. After a few
weeks playing around with
programs we would probably
reach the conclusion that a
subroutine functions as a kind
of subcontract to the main
program. Like a subcontractor
in the building trade who
specialises in, say, making
window frames, a subroutine
can be given the responsibility
of providing a picturesque and
coloured border around the
screen or, on a slighte higher
plane, finding the two
solutions of a quadratic
equation. The benefit of
subcontracting in real life isthe
fact that advantage can be
taken of specialised expertise
and equipment. It is the same
with programming. As your
experience widens, you will
begin to notice that programs,
however complex and
different in overall objectives,
contain many similar ingre-
dients even though there may
be differences in variable
names. Once this is recognised,
you will realise that well
designed subroutines can be
used over and over again in a
wide variety of programs. As a
result, your approach to
programming could change
dramatically- In fact you will
probably ease off writing
complete programs until you
have built up a stock of useful,
general purpose subroutines
— a subroutine library in fact.
Subroutines and
structure
A well stocked subroutine
library can save an enormous
amount of programming time
in the future and, above all,
help you to plan well
structured programs. Unfor-
tunately, when a writer
introduces the word 'structure'
it usually means that the next
few thousand words will be
devoted to a boring explana-
tion of what it means and,
worse still, a certain amount of
name dropping. Names like
Edsger W. Dijkstra (reputedly
quite clever but something of
an intellectual snob) and
Niklaus Wirth (the creator of
PASCAL) are mentioned with
the kind of humility and
deference normally accorded
to royalty and disc jockeys! The
subject of program structure,
although inherently worthy, is
ridden with pretentious
cultism, prejudice and
pedantry. We shall be content
with a simple definition:
A well structured program is
easy to modify and the listing is
easy to follow.
The liberal use of subroutines
within a program will certainly
contribute to the structure
providing they are reasonably
well thought out in the first
place.
Subroutine layout
Although subroutinesare good
for structure, there is no
denying that their worst aspect
is the need to call them by
means of a line number. For
example, suppose we have a
subroutine which starts at 1467
and designed to draw a row of
characters across the screen.
We would call it by means of:
GOSUB 1467
A line number has no
humanity. It is abstract
symbolism and, even worse, it
is quite probable that the
number is provisional and will
most likely be changed as the
result of a renumbering
excercise during program
development.
How much better it would
be if BASIC allowed us to
choose a meaningful label
instead of a line number. For
example, instead of GOSUB
Programming
1467, it would be much easier
to follow the listing if we could
write GOSUB DL (aabbrevia-
tion for Draw Line). Alas, we
are not allowed to, so the next
best thing is to make sure that
all subroutines stand out well
on a listing by a REM statement
which briefly describes their
function.
For example, the following
few lines are a guide to how a
'draw line' subroutine should
appear on a listing:
9999 REM DRAW LINE SR
10000 PRINT" '
This is not expected to score
high marks for subtlety or
invoke Dijstra's envy but it
serves to illustrate two points:
(a) The REM statement is
given a 'one-less' line number.
(b) The first effective line is a
nice round figure in thousands.
Neither of these points are
mandatory but they help to
keep a program looking tidy.
The reason for choosing an odd
number for the REM line is to
emphasise the fact that it is an
'outsider' (non executable) and
not the starting number for the
subroutine. The rule is never,
never GOSUB (or GOTO for
that matter) to a REM statement
because, to save memory, you
may eventually be tempted to
cut them out from your
working copy. If you call the
above with GOSUB 10000, the
REM can be removed at any
time without fear of risking an
error message from the
interpreter.
Still on the subject of line
numbers, it is a good plan to
number all subroutines in a
program starting at round
thousands. For example, the
first subroutine at line 10000,
the next at line 11000and so on.
This will obviously leave masses
of unused line numbers in
between but who cares? The
program will be easier to follow
so, according to our definition,
it is a worthwhile dodge
because it contributes to our
simplified definition of
structure.
Keyboard input
subroutine
Perhaps the most commonly
required subroutine is one
which validates keyboard
input. When string data is
requested from the keyboard
in response to an INPUT
prompt it is possible that the
operator might hit RETURN
before the data is entered. The
input is therefore a 'null string'
which can be infuriating unless
some trap can be laid to
prevent it. There may also be a
limit on the number of
characters which can be
entered. To save writing these
traps every time an INPUT
statement appears, it can be
solved once and for all by
enclosing the lot, including the
INPUT statement, within a
subroutine. For example:
expensive — a 1K magnetic
core memory would cost
around £1000. Consequently,
the foremost consideration for
the programmer was to ensure
that every precious byte
11999 REM INPUT VALIDATION SR
12000 K$="":INPUTK$
12010 IF K$="" THEN 12000
12020 IF LEN(K$) L THEN PRINT"TOO LONG'
GOTO 12000
12030 RETURN
Note that K$ holds the
keyboard response and that
the number of characters
allowed must be assigned to L
before calling. A typical calling
sequence would be:
earned its keep. As a direct
result, the attitude towards
subroutine usage was much
different to what it is now. A
subroutine was used primarily
to avoid repetition
100 PRINT"ENTER NAME OF ORGANISM":L=18
110 GOSUB 12000
120 N$=K$
Note that the number of
characters has been limited to
18 (an arbitrary whim of the
programmer) and, on
returning from the subroutine,
the general purpose variable,
K$, is re-assigned to N$.
It is conventional, but not
mandatory, to shove all
subroutines down to the
bottom of the program.
Subroutine material
In the early days of
computing, memory was
programming. If a particular set
of lines was going to be used
several times in the same
program then it was sound
economics to bundle them up
into the form of a subroutine
which could be called
whenever needed.
Nowadays, the position is
different. Memory is relatively
cheap so saving it is not always
an overriding consideration.
The criterion for inclusion into
a subroutine is whether or not
the function it performs can be
recognised as a 'logical entity'.
Even if it is to be called only
once in the program the
function can still qualify for
subroutine status.
Our 'draw line' subroutine
above, although apparently
trivial, is certainly a candidate
for a subroutine. It is a logical
entity (has a clearly defined
single function) and, in
addition, will probably be
required several times during a
program RUN.
In fact, the modern
'program' is often a relatively
short, skimpy affair, consisting
of little more than a series of
subroutine calls. Using the
analogy we made at the
beginning, the main
contractor does very little,
preferring to sit on his/her
backside and farm out most of
the work to subcontractors.
Passing parameters
E
Some
subroutines
are
complete in themselves and
require no information or help
whatsoever from the calling
program. The 'draw line'
subroutine provides such an
example. All we have to do is
call it and it prints out a string '-'
characters to form a dashed
line.
But there may be times
when we want to draw lines
using other characters. For
example, a line of or
perhaps '+'. Do we then use
another subroutine employing
a different character? We
could, of course, but it would
be a shocking waste of
programming energy and
memory. The more efficient
way would be to re-organise
the subroutine so that it can
draw a line using any character
we choose. This will entail
substituting the literal
character '-' with a string
variable and using a FOR/NEXT
loop to print it out a number of
times.
For example:
character we could have
used the form:
L$ = CHR$(x)
where X is the character code
— the code for is CHR$(42>.
It is possible to increase the
generality of the subroutine
even more by arranging for the
end-of-loop counter in line
10000 to be passed as a
parameter. For example:
10000 FOR K = 1 TO L
.
However, this means that two
parameters must now be
'global' variety. These terms
need some explanation. When
a variable, say X, within a
subroutine is declared to be
'local', it can be used freely
without fear of corrupting
important data it may have
acquired outside the
boundaries of the subroutine.
In other words, the global
value of X is preserved even
though its local value may be
varied by the subroutine. For
example, if X = 4 before calling
and the subroutine alters it to
24, the 4 is automatically
restored to X again after
RETURN. The facility to declare
so on. This technique, known
as nesting is illustrated in Figure
6.1
There is a limit to the
number of subroutines which
can be nested because the
interpreter has to store all the
return addresses in a reserved
and restricted area in RAMA
known as the stack. The stack is
organised as a UFO memory,
(Last In First Out). Although the
BASIC programmer is blissfully
unaware of LIFO action, the
sudden appearance of the
message 'OUT OF MEMORY'
can appear on the screen even
when there is plent of usable
9999
REM DRAW LINE
10000
FOR K = 1 TO 20
10010
PRINT L$;
10020
NEXT
10030
RETURN
This will print out a row of
twenty characters, the actual
character being that which
happens to be in L$ at the time
the subroutine is called.
This requirement highlights
the problem of 'parameter
passing' because the
subroutine is no longer an
independent animal. We must
ensure that when we call it, the
character we intend to use is
assigned to the variable L$. In
technical jargon, we must pass
the character parameter. For
example, if the line is too be
drawn with '*', the calling
procedure will now be:
1 100 L$ = "*"
110 GOSUB 10000
Thus, in return for a little extra
complication in the
subroutine, we enjoy the
facility of using the same
subroutine for drawing a row
of any character we choose
and, what's more, the
characters can be different
each time it is called. It is worth
mentioning here that instead
of assigning L$ to the literal
passed, one for the character
and another for the Ijne length,
illustrating yet another law of
our friend (?) Septimius Sod —
the greater the flexibility, the
greater the complication.
Before leaving the subject
of parameter passing, we
should explain that the term is
often used in a more restricted
form. More advanced forms of
BASIC now offer a superior
kind of subroutine known as a
Procedure which allows
parameters to be passed over
by the calling statement itself
instead of requiring a separate
line.
Furthermore, it is possible
to define certain variables used
within the procedure as 'local'
to distinguish them from the
some variables as local is a great
help to a programmer because
the choice of variable name
can be made without fear of
corrupting data if, by chance,
the same name was used for a
different purpose in other
areas of the program.
Unfortunately, Commo-
dore BASIC does not support
local variables but the above
discussion still has value, if only
to draw attention to the bugs
that can arise following an
incorrect choice of subroutine
variables.
Subroutine nesting
A subroutine can often call up
another subroutine which, in
turn, can call upon another and
RAM still left. This can also
happen if you commit the
cardinal sin of jumping out of a
subroutine before the normal
RETURN route. Each time we
cause a subroutine to exit
prematurely, the stack is left
holding a return address which
means that the stack will
eventually overflow if the
subroutine is called many times
from within a loop. Providing
these dangers are avoided,
nesting provides a useful
method of breaking down a
complex subroutine into
various 'levels'. For example, a
subroutine which presents a
Menu page may call upon a
smaller (lower level)
subroutine to draw a
demarcation line between the
Programming
heading and the start of
the menu options. It may be
called a second time to
separate the bottom of the
menu from the typical prompt,
'Enter option required'.
The ON
statement
GOSUB
The mention of menu options
is a cue for introducing the ON
GOSUB statement. The
following example will serve to
illustrate the syntax:
ON S GOSUB 5000,6000,7000,
8000,9000
If S = 1, the subroutine at line
5000 is called, if S = 2, the
subroutine at line 6000 is called
and if S = 5 it will call on the last
subroutine at line 9000. Those
who have dabbled in electrical
circuits will recognise this as
the software equivalent of the
single pole, multiway switch as
shown in Figure 6.2
Assuming a separate
subroutine is responsible for
handling each option, the
actual program can be reduced
to a simple affair. It need only
contain a few assignment lines
for setting the initial conditions
and presenting the menu —
the subroutines can be left to
do all the work. We could, of
course, go a stage further and
make the actual menu page the
subject of a subroutine.
User defined functions
A 'function' is a term used
with a variety of meanings,
depending on both the context
in which and the academic
level of the text. For example,
in higher mathematics, even
the definition of a function is
usually good for twenty or so
pages of mind boggling text.
Provisionally, we will describe a
function as something that
does something to something
else! For example, SIN(X) is a
function because it performs
that particular mathematical
operation on X. We input the
value of X to the SIN(X) 'black
box' and it emerges with a
totally different value after it
has been messed around by the
function. SIN{X>, COS(X>,
TAN(X), EXP(X) and a few
others, are some of the oft-
used standard functions which
are available to us in BASIC.
There are hundreds of other
ON S GOSUB 5000,6000,7000,8000,9000
5000
SR
The function must be defined
before it is called, i.e. DEF FN
must come before FN.
Once a function has been
defined, you can call on it as
many times as you wish within
the same program and use
different values of the variable
each time. The function can be
complex and contain other
functions such as:
DEF FNS(Z) = SIN(Z) + COS(
3
S is the function name, Z is the
variable
6000
SR
7000
SR
8000
SR
I
9000
SR
functions which could also
come under the heading of
'standard' but for obvious
reasons, BASIC can not supply
them all.
Apart from standard
functions, there will also be a
need for functions peculiar to
the needs of a particular
program. To satisfy such needs,
BASIC gives us the means of
writing our own functions bny
using the keyword DEF FN A
(X), where X (or indeed any
other legitimate character) is
the variable to be acted upon.
The full syntax is as follows:
method must exist for 'calling'
it. This is done by using FN(C),
where C is the actual value to
be used in the function. All this
sounds very confusing so an
example is indicated:
100 DEF FN G (X) = 2*X+X "3
Some time later in the program
we might want to evaluate this
equation and print out the
result when X = 3. This can be
achieved by the following line:
400 PRINT FN G (3)
For example, DEF FN G (X) =
X+5: the function name is G,
the variable is X and the
equation is X+5.
A defined function is, in
some respects, a kind of
miniature subroutine so it
shoudl follow that a formal
This would evaluate 2*3+3 "3
and print out the result, 33. We
don't always want to print out
the function. For example, we
couild use FN as an ordinary
variable in part of another
expression as in the following
example:
The following rule must be
observed :
DEF FN D4 (PF) = LOG(PF)
★
D4 is the function name, PF is
the variable.
The equation can contain
additional variables other than
the functionn variable
providing, of course, they have
been previously assigned. For
example:
DEF FN G (X) = X '2 +
It is also allowable to use a
variable, instead of a constant,
when calling with FN providing
it has previously been assigned
a value. For example:
We have suggested that a
defined function can be
thought of as a miniature
subroutine but it is time we
pointed out the differences
between them.
1 . A subroutine can occupy as
many lines required. A defined
function can occupy only one
computer line.
2. A subroutine can contain
strings or numeric variables. A
defined function can only
handle numerics * in
Commodore BASIC.
3. It doesn't matter where a
subroutine is situated because
it can be called from an earlier
or later line number. The
function, on the other hand,
must be defined by DEF FN
before it can be called with FN.
4. Unlike subroutines, a
defined function passes a
parameter directly by the FN
call instead of requiring a
separate assignment line.
The main use of a defined
function is to avoid writing out
lengthy equations each time
they are required.
E
WHAT IS FAST, POWERFUL, LOUD,
colourful and frighteningly complex? A
bolt of fork lightning? A molecule of DN A
doing the 100 yard dash? No, Oasis
Software have just answered this question
by writing three marvellous new 'software
development' packages. I know, „
those two words strike fear into the heart
of most home computer users. But you
can relax, these packages are friendly,
easy to use and require only a CBM 64 (not
a SAGE IV) to produce professional
quality, "stand alone" computer games.
They differ from games designers in thai
not only do they produce programs that
run without the Lightning software in
residence in your, or anybody's,
computer, but they don't override the
existing functions of the resident BASIC.
(Such as they are. ..Oops!)
Basic Lightning
The first of the three is Basic Lightning, an
extended, multi-tasking BASIC with a
penchant for arcade games. Basic
Lightning is what you might call a
Structured BASIC, this means it has
commands in common with other such
BASIC'S, like BBC BASIC and Sinclair QL
SuperBASIC; IF-THEN-ELSE, REPEAT-
UNTIL, CASE, PROCedures, and so on. It
also has some natty routines of its own like
DLOAD and DSAVE for LOAD/SAVE
from/to disc — a trifle easier to type than
LOAD "whatever", 8, 1, and coming a lot
easier to recent converts to the 64's
obvious charms. DIR is another nice
touch to Basic Lightning, listing the
directory of the disc in the drive (no more
$ hunting). It also has commands like
WHILE-WEND and CIR-CELSE-CEND, the
former being a looping 'vpe function like
IF-THEN and the latter boing a 'multiple
line' equivalent. DISABLE nukes the
RUN-STOP key so some snooper can't
break into your program and read it; a
handy piece of built-in protection if ever I
typed one! Another Basic Lightning plus,
is 'windowing' where you can throw a
smaller, inset, piece of graphics screen
into a screen of text, or indeed onto
another graphic, like a sprite, for instance.
In case you didn't know, this is quite
useful because the 64 can't usually display
text and hi-res graphics on the same
screen; it's normally rather like the hi-res
_ screen is pulled down over the text
screen.
I tell you what, the one thing that
■ always really gets my goat about CBM
BASIC, is having to remember those
POKEs for background and foreground
colours in the display file. Basic Lightning
UGHTNII
STRIKES THRICE .
skirts this issue nicely with the commands
TBORDER. HBORDER, HPAPER, TINK,
HINK, etc. The T prefix specifying a text
colour and the 'H' a hi-res colour. What
about colour numbers, you know, 0-15
and all that? Try BLACK, BROWN or RED,
as they are the replacements in Basic
Lightning. You can also shuffle the
attributes around cn their own in
rectangular blocks, using the MOV ATT or
SWAPATT commands. In any arcade-style
game, collision detection is a must. What's
that then? That is when an alien sits
around long enough to bump into one of
your bullets; the alien is detecting the
collision and signalling the appropriate
action, in this case, erasing the alien and
printing up an explosion. BA-BOOM!
Heh-heh. Basic Lightning collision
detection, with the DTCTON and
DTCTOFF commands. Essentially, (I
nearly said basically) Basic Lightning is a
kind of testbed program. It starts you off
before you use the other two in the series,
so you can run your program in extended
BASIC using the pre-formed sprite
cobbling routines, and then translate it
into one of the other two, and sell it as
super fast machine code.
White Lightning
White Lightning is an implementat
the language FORTH. In the 1960's
Charles H. Moore, an astronomer at the
Kitt Peak Observatory in the USA, needed
a specialist Input/Output computer
language for controlling Radio
Telescopes. So, being no slouch at the
oftware reviews
I
'computer keyboard he sat down and
hacked out his very own language, which
he called FORTH.
White Lightning is an accurate
rendering of FORTH-79, which was until
last month the most recent version. It uses
pre-defined words like IF-ELSE, DO-
UNTIl, DO-LOOP, etc., but its real
strength, and the source of all the fuss is in
its definable words, an infinite number of
them because they designed by you. This
is done by 'colon definitions' in the
following format:-
: new word old word old word 2.. .etc.. .last
word ;
defining new words in terms of existing
words on the 'word list', the stack of
words supplied with the FORTH
language. This all means that FORTH
grows with your application, becoming
tailored to the individual needs of the job-
in-hand and becoming an expert on
whatever your task is. The speed of
execution of a FORTH program is close to
that of machine code, but its word
structure is as easy to learn as BASIC.
Apart from anything else though, the
way you have to program in FORTH forces
you into good programming habits.. .or
your programs don't work. Its style is a bit
like structured BA5IC in the way you write
a main routine and use that to control a lot
of smaller routines to do the job. FORTH
programs are unlike BASIC in another,
too. BASIC, including Basic Lightning, is
an 'interpreted' language; this means that
the programs are a 'source' code which is
read by a chip called the BASIC
interpreter and directly executed. What
happens to FORTH source code is that it is
'compiled' into a series of chunks of
machine code, and executed when the
user types in one of the new defined
words in the source code. White
Lightning source code is entered into the
computer, like a text file, onto screens or
pages within memory, which the
compiler then reads starting at the first
page.
As a supplement to the package. Oasis
have included a copy of Basic Lightning
and a thing called IDEAL, a sprite handling
expert sub-language. IDEAL deals with
sprite juggling, stretching and positioning
on the screen; it also has a lot to do with
important things like collision detection
etc. White Lightning can create 'stand
alone' programs that you can sell without
restriction (I should think so too!). All
Oasis want out of the deal is a small
mention on the packaging of your game.
Not a lot to ask if you're earning as much
as Jeff Minter, Matthew Smith et al.
Machine Lightning
Lastly, there is Machine Lightning. The
most difficult of the three but, by the Phil
South Inverse Difficulty Theorum,
proportionally more powerful than the
other two. It is a full function 6502
processor Macro-assembler, dissembler,
monitor and tracer, with Basic Lightning
again, IDEAL and a gaggle of
sprite/graphics added to make it
interesting. I won't bother to try to
explain machine code here, (A. P. & D.J.
Stephenson get paid to do that) but
suffice to say it's not for beginners. It's
highly recommended that before you
tackle Machine Lightning you buy Basic
Lightning, then graduate to White
Lightning. Use them and then buy a book
with a title something like, 6502 Machine
code for the absolute screaming novice or
similar, read it, and then dive into the
wonders of Machine Lightning. Agreed,
Machine Lightning is one of the most
user-friendly assemblers about, but you
still have to know your LDA from your STA
in order to make a noisy standing-on-it's-
own-two-legs arcade game. For more
experienced programmers, though,
Machine Lightning constitutes the most
complete software development package
on this machine. It is 'a joy to use' (I hate
that phrase, but it's true) and it is a slick,
all-in-one masterpiece.
The things that are common to all the
packages is their handling of sound,
multi-tasking and windows. Multi-
tasking, besides being an impressive piece
of jargon, is like time-sharing used to be
on the DEC System 10's and other
mainframes. Several functions can be
controlled all at once, foreground and
background, each one operation for a
mere 1/20th of a second at a time, inching
along. If you've got 7 things happening at
once, thats only 7/20th sec. to perform
one step, 2! : times each function, 20
steps every second. Tasks can be assigned
priority and even halted while other
functions take over. Control of sounds
and music is made much easier too, with
parameters governing volume,
frequency, attack, decay, sustain, release,
waveform, filtering, ring modulation and
the 'voices', the three channels.
In summing up, I have really enjoyed
these packages. All three make full use of
the machine's functions, enabling even a
complete beginner to produce aliens,
sound effects and music with style and
speed. The arcade sprite library for
example is choc-a-block with handy
sprites to start you off. All the frogs, bug-
eyed monsters, robots, tanks, flying
saucers you could ever need are filed
away on the cassette or disc for you to use
in your own programs. The goals of the
programmers were 1) that the programs
be powerful, and 2) that they be easy to
use. They are both of these things and
more, and I think the lads at Oasisdeserve
a slap on the back and all the fame and
fortune I feel sure they're going to get. I
love the programs and will use them
forever, but above all I must praise the
documentation. They are the most
readable and wel< set out manuals I have
had the pleasure to review. There, I've
said it ; bees knees or what ? Right, off you
go, and the first person to come out with a
Frankie Goes To Hollywood video game
will have me to answer to! (Too late. See
last month's Data Statements - Ed.)
Basic Lightning costs £14.95 tape/£19.95
disc
White Lightning costs £19.95 tape/£29.95
disc
Machine Lightning costs £29.95
tape/£39.95 disc
Oasis Software. Alexandra Parade,
Weston super Mare, Avon BS23 1QT.
E
Software Spotlight b
bigger than ever
this great games
Mr. Robot
★ * * *_
Beyond-Datamost
E
I AM VERY TEMPTED TO GIVE
this game full marks forquality.
The numerous screens (22) of
play in this game are easily
accessible throughout, by
pressing F3 any start screen can
be selected from the easiest to
the hardest. The graphics in the
game are verging on being very
good with the inclusion of
sprites for the main character
and some of his adversaries.
The main idea of this game
is to guide your robot through
the 22 screens, whilst avoiding
the alien fireballs and
collecting the power pills. The
catch here is that if you do not
collect all the pills then you
cannot escape the screen to a
higher level, and on some of
the screens your robot has to
complete it in a special routine.
Now if by chance you are a
clever little R2D2, then the
second part of this software
package will interest you even
more. Usually, if you finish a
game, that's it — not so with
Mr. Robot. With this game you
can actually create your own
levels and save them for a game
later.
Using the joystick, you
select various items such as
moving walkways and bombs
which, when you walk over
them, they light, thus giving
you a limited amount oftimeto
get out of their way. Once a
screen is finished, you have the
opportunity to test it to make
sure that it is feasible. Finally, as
a footnote this package
originally came from across the
water and is therefore already
tried and tested to destruction,
which is what will inevitable
happen to your robot!
S.LF.P.
SOFTWARE
WATCH OUT ZYCO BECAUSE
here come the scientists sworn
to kill you Zyco is an almost
indestructible alien who has
taken over the earth and is
busily enslaving us mere
mortals. But he has one
weakness. If you obliterate the
nerve centre in his brain, he
can be destroyed. You are the
scientist who has been chosen
to destroy Zyco, so you take a
newly invented miniaturising
pill and enter his brain. Once
inside you have to work your
way through the corridors of
power avoiding the marauding
white corpuscles and threaten-
ing anti-bodies, jumping and
running to keep out of their
way. But be quick becausetime
is forever running out and you
have to reach the nerve centre
before the effect of the
miniaturising pill runs out and
you explode back to full size.
K.M.
CHEAP DOES NOT ALWAYS
mean nasty: this game, at £2.50
is excellent value.
The idea is very simple. You
move a spaceship in either
direction around the edge of a
pit from which all sorts of nasty
objects are trying to escape,
and you shoot as many of them
as possible. Altogether there
are eighteen different types of
alien, ranging from rabbits to
hover mowers. If you bump
into one or run out of time you
lose a life. This also occurs if
you accidentally shoot "Spud"
who is supposed to be a friend
but is actually a menace! You
also lose a life if you permit the
escape of a mutant llama —
why does that sound familiar?
If you manage to survive
long enough, you move on
from the first, octagonal pit to a
harder, diamond-shaped one
and eventually a square pit
which is more difficult still.
After that you return to the first
pit but the nasties move faster.
In case that sounds too easy,
your laser-gun is inclined to
overheat, so your shots need to
be rationed carefully and well-
aimed.
There are some interesting
sound-effects, and the
graphics, though nothing
special, are adequate. The
whole game, once you get used
to the unusual controls, is fast
and quite compulsive. Well
done, Firebird!
Software reviews
★ * * *
Argus Software Press
£8.99
YOU'VE SEEN THE FILM, NOW YOU'RE A
star in it as Captain of the ill-fated
spaceship Nostromo. The film had a
haunting atmosphere which the authors
have succeeded in capturing in this
masterful role-playing game, with suitably
creepy sounds throughout.
The main screen display shows various
deck plans of the three-tiered Nostromo.
As captain you direct the other characters
about their business, picking up weapons
and equipment, even ordering them to
rest when they are under too much stress.
The seven other crew members have
varying traits via the game's personality
control system. Demand too much of
them and they'll suffer a nervous
breakdown. With the Alien attacking the
crew, one of whom is a mysterious
android, Jones the pet cat creating havoc
with the tracking system and fires
breaking out all over this space hulk, the
authors forgot the poor old player who's
likely to be a nervous wreck by the end of
it all.
Alien is difficult but good fun if you
enjoy getting to know people as exploring
crew members' strengths and weaknesses
is essential. The options for any single
game are immense with many rooms,
corridors and ducts to explore, various
types of equipment to use and a host of
special instructions. All moves are
controlled from an on-screen menu and
sub-menus using function keys for
selection. Actions are either confirmed by
crew locations being amended on the
deck plans or by textual update with
sounds. The novice will require a few
attempts to become accustomed with the
game but the authors have thoughtfully
provided a short scenario option for the
space-rookie.
The cassette is accompanied by a
booklet giving clear instructions for play
and a summary of the film. To appreciate
the game's subtleties, it will help to have
seen the movie which would also give the
player some idea of what to expect. I hid
under my cinema seat first time round —
the game is true to the film. Only the
bravest players should confront the Alien
in the small hours of the morning. I'll say
no more — the hairs on my neck are
bristling again.
R.M.
YOU KNOW THESE MASTER-
tronic cheapies may stint on
price but they don't stint on
value for money. Magic Carpet
itself is a fairly straightforward
cave exploration game in
concept but with a fairly high
difficult level. Technique is the
key. No matter how impassable
the obstacles look, it is always
achievable providing you have
the strategy right. Poor old
Aladdin is the chappie who has
been chosen to retrieve the
stolen treasure from the evil
sultan. To do so he has to pass
through innumerable caves
riddled with deathtraps such as way past the spitting dragon to
bouncing boulders, spears of retrieve the treasure and, dare I
death, moving floors and acid say it, the magic lantern which
rain. Finally he has to fight his will see him safely back home.
DO I DETECT SHADES OF
Korean airline disasters in this?
Having emerged from training
as the best of the bunch, you
have been given charge of the
world's most advanced
'defensive' weapon — Flyer
Fox. Your mission in this piece
of 3D arcade action is to escort
the commercial Jumbo Jet
through the once safe
international skies and fight off
the nasty MIC fighters which
are intent on blasting it out of
the sky. Using your radar you
have to track them down and
shoot them out of the sky,
veering left and right to get
them in your sights as you give
chase. Fortunately you get an
audible warning when they
are close but it still doesn't
make it all that easy when you
are running out of fuel fast. On
the whole this is not a bad game
although the speed with which
the enemy MIGs move around
makes it virtually impossible to
track them down on the radar.
Oh yes and apparently it talks
to you! Extremely garbled
messages are supposed to give
you the feeling of reality in
your flight. The gimmick
doesn't work but there again it
doesn't detract from anything
either.
K.M.
SOFTWARE
ANYONE WHO BOUGHT
Caesar Ihe Cat will recognise
the hero of this new offering
from Mirrorsoft. This time he is
part of the newspaper/software
group's Early Learning series.
This package is aimed at the
three to nine year age group
but can be used with younger
children if they are helped by
an adult.
Caesar's Travels is a book
and a cassette set which is
intended to help reading. The
book contains what seems to
be one story, but because of
options on most pages which
lead the reader down various
different avenues of thought
there are eighteen endings to
the initial story. The book is
delightfully illustrated and
would make bedtime reading
for several nights. It also has a
colouring book section to add
to it's appeal. The cassette
follows the same stories as the
book. It starts with the familiar
scene of Caesar in the pantry,
failing to catch the mice and
breaking crockery in the
pursuit of the rodents. He is
caught by the scruff of the neck
and thrown out of the house.
His adventures now start. At
intervals throughout the stories
the child is given simple tasks
involving counting, colour
recognition and right left, up
down recognition. This all adds
to the educational content of
the program. Choosing the
options in the progrm has been
made easy by the inclusion of
an overlay which fits neatly
over the function keys.
The progrm is beautifully
illustrated and follows the high
standard set in Caesar's Cat;
Caesar really looks as if he is
climbing a wall or jumping over
a fence. Another aspect of this
program is it's use of sound.
You actually hear footsteps
chasing him, you hear his
pitiful mewing as you see him
trying to swim out of a lake and
you hear the screech of brakes
and the thud as he tries to run
across the road.
This is a well thought out
package which my four year
old loved to play and which will
give hours of amusement.
M.W.
IRAPHIC ADVENTURE!
»°
^^■^ commodore
if
- ' f i
I
Time Traveller
★ *
Audiogenic Ltd
£5.95
CBM 64
IF YOU'RE A BUDDING
Doctor Who type- who thinks
he might enjoy travelling about
in time and space, then this
latest text/graphic adventure
from Audiogenic may appeal
to you.
You're cast as a lone space
traveller who is woken up (I
don't know by whom) during a
space journey from somewhere
to somewhere else, and given
the mission to save all time and
space from the evil Graf Von
Schwarzherzen, the baddy of
the adventure.
By using 'latest technology'
you must fully explore the craft
and then teleport to and fro in
time to recover.. .but then I'd
be telling you the plot; suffice
to say, it's another adventure
where you have to collect
certain things in order to save
everybody from certain death.
The graphic part of the
game is a very small win-
dow in the centre of the
screen. The graphics are
adequate while the sound is so
minimal to be almost non-
existent, except for an irritating
little tune which plays every
time you do something clever.
The text panel is directly
underneath and is quite well
done, being a teleprinter type
simulation, complete with
sprocket tracks. The only
drawback to this set-up is that
on more than one occasion I
was able to type quicker than
the program could, which
meant several attempts at
typing a command due to
missed letters.
The standard verb-noun
format is taken and all words
can be shortened to four
letters. This is quite useful.
Somebody really should tell
the people at Audiogenic
about fast loaders: the tape
took over sixteen minutes to
load. There was, also, no save
game option.
All in all for the price of
£5.95 its good value but don't
expect the Hobbit, first time
adventurers only please.
M.T.U.
E
FOR BATTLE READ BUGGY BECAUSE
that's your sole source of protection and
transportation. It's also the latest in time
travel technology. The buggy is
controlled by the joystick. It can be
speeded up, slowed down, made to jump
and fire bullets upwards and forwards.
Starting off in the year 2525 (a great song
that years ago if I remember rightly) you
have to travel through the battles of time
giving assistance in shooting down the
various types of flying machines and
creatures from bi-planes through
helicopters and satellites to pterodactyls.
On the ground you have to watch out for
the pits in the terrain as well as blast the
boulders in your way and score points off
the enemy soldiers. To move from one
period of time to another, you must
complete a ten mile journey to reach the
teleportation point within the set time
period although a continuous game
option allows you to pick up where you
left off. Get off and do your bit for
mankind in this highly frustrating arcade
game.
K.M.
Software reviews
Zulu
*
Firebird Software
£2.50
CBM 64 * Joystick
aboard)
or
PERHAPS THIS GAME MIGHT
have been called Pacman in
the jungle except that it
would be an insult to the
famous Pacman!
Your task is to move around
a maze, collecting — wait for it
— gold tribal masks and pink
spiders! You are being chased
by ferocious Zulu warriors,
contact with whom is instant
death. Luckily you are
protected by a force field
which, if activated in time, will
disolve Zulus on the spot. Here
and there you find grey
cooking pots, which do not
turn you into soup of the day
but instead make the maze
invisible whenever you bump
into one. Touching a second
pot while in this condition
loses you a life.
Fortunately there are exits
from the maze, but if you reach
one you just move into
another, similar maze and start
again. In all there are twenty-
five such mazes, with exactly
the same task in each one, so it
should be a good game if you
have trouble getting to sleep.
Graphically the game is fair,
except that the mazes are quite
small, occupying just over half
the screen. The rest is taken up
by score tables. There are some
interesting sound effects too,
but over all the game is
monotonous, unoriginal and
frankly silly. PRB
Sfi Hanger
Je^GenerationSoltware
£7.95
or
NEW FROM THE PEOPLE WHO
brought you Trashman comes
Cliff Hanger, a computer game
based not only on cowboys but
also on the movies too.
When the game is first
loaded up you are introduced
to the movie star Cliff Hanger
and his brother Coat. Cliff is
going to star in a series of
cowboy movies with you being
the actor playing Cliff. Your job
in all of these films is to stop the
bandit. El Bandito.shooting up
the canyon. You can do this by
using a collection of rather
strange methods and devices
ranging from a one ton weight
to a boomerang. Sounds
intriguing? Read on.
Following the on-screen
instructions you first have the
option of using the keyboard
or a joystick. The game uses a
user definable key system
CLIFF
HANGER
COMMODORES
which is a real plus in its favour.
Also, I encounteredacoupleof
problems with the joystick
control and so it's safer to use
the keys. Once youVe made
your choice you enter your
name, the clapper board snaps
shut and you're away.
The screens are generated
randomly and so you could
appear on any one of them:
they include Circus Act,
Chuckie Bomb, About as far as I
can throw you, Boulder Dash,
The See-Saw and The Cannon.
At first this seems a very easy
game. However, the truth
could not be more different. I
was playing it for ages before I
finally got on to the next set of
screens. This makes the game
very infuriating and very soon it
becomes repetitive and boring.
This game is probably not the
type that the average 'shoot-
em-up' enthusiast would rush
out and buy but it does contain
a good humour element which
will appeal to the younger
compo- bashers as well as to the
adult would-be cowboys. A
good example of this kind of
fun is when Cliff Hanger knock
himself into the ground with a
mallet.
Points are awarded upon
the completion of each game at
each level and with ten game
situations on the first level this
is no mean feat. The graphics in
Cliff Hanger are reasonable
and anything lacked by the
graphics are certainly made up
for by the soundtrack written
by Brian Doe of Dave Dee,
Dozey, Beaky, Mick and Titch
fame. R-B.O.
International Soccer
* * * *
Commodore
£14.99
AT LAST AND WITH MANY THANKS TO
Commodore's Kim Booth we can bring
you a review of the company's very own
international soccer package. What's
more, the neat ROM cartridge which
plugs into the expansion port in the back
gives you instant access to the action.
The game is real match of the day stuff.
It can be played either against the comp-
uter or against another player. If you want
to play against the computer all you do is
select the skill level on a rating of 1 to 9.
Even for first timers skill level one is a bit of
a push over, six is pretty even and nine is a
real top of the table stuff. You can also
choose the colour of the players' strip and,
so you know which player is in control of
the ball and which one of the opposition
can do the tackling, they appear in slightly
lighter shades. There are seven players on
each side so they can vary considerably.
Player movements are controlled only by
the joystick. To pass the ball and shoot
simply press the fire button. If you are de-
fending, the goalkeeper automatically
moves in the direction of the ball but the
fire button initiates a dive. Free kicks, cor-
ners, throw-ins and goal kicks, they're all
here in a game that gets more realistic and
fun to play the more skillful you become.
Just so that you know all is not fair in love
and war, the player with the ball tends to
be a bit of a slow coach except when he's
heading it down field.
K.M.
E
SOFTWARE.
IE
HAUNTED TRANSILVANIAN MAN-
sions, magic stones, books bound in
human skin and lead turning into gold are
the things this graphic text adventure
from Audiogenic is made of. The things
you will most remember however are the
sixteen plus minutes taken to load (yet
more tea!), no save game option and no
abbreviation of commands except the
compulsory directions and inventory;
you type everything in full, usually over
and over again.
To be fair the adventure itself is very
playable, with a small but adequate
graphic idea in the middle of the screen
and your commands and responses
appearing undramatically underneath.
The usual two word noun verb system has
been used for your input with the
program showing a reasonable amount of
tolerance in its vocabulary.
You are set the task of collecting
various items cunningly hidden by the evil
Graf Von Schwarzherzen, the villain.
When these are collected together in the
right room of the mansion you will be able
to transform lead into gold.
All you are given in the way of help is a
magic amulet, reputedly from darkest
Africa which changes colour in the
prescence of black magic, you also get a
rather too helpful help command.
The major criticism of this adventure is
that it almost takes longer to load than it
does to solve — its far too easy. It's fine if
you're a novice adventurer but pure
"canon fodder" to any adventure buff. I
recommend it as a first adventure but stay
clear otherwise.
M.T.U.
QQOQQ
MESSAGE TO RONNIE: NUKING THE
Ruskies isn't such an easy task, not if this
sequel to the excellent Beach Head is
anything to go by.
There are seven scenarios to master in
order to reach a successful conclusion.
The really good thing about it is that there
is a demo facility which allows you to take
control at any stage and practice your
skills. So what do you have to do? First you
have to'get your planes out of the hangar.
You can do this one at a time to attack the
Russian missile site or you might decide to
take several out and have some on
standby. To reach the enemy silos you
have to make an attack run through
enemy airspace. Unless you fly very low,
the radar will pick you up and then guess
what, they shoot at you. You have to
destroy all the missile silos before you can
make your attack on the Soviet defence
centre where you have to kill the
protecting soldiers, destroy the tanks and
open the doors to get inside the reactor
room. Once inside you have to neutralise
the reactor room robots to make the nasty
little thing overheat. Escape alive and you
win.
Should you choose to accept this
mission, it's pretty hard but nevertheless
pretty good — albeit in questionable
taste. K,M.
DON'T USUALLY LIKE PLATFORM AND
ladder games much, probably because
'm not very good at playing them, or vice
versa. Because of this the program was
double tested by an independent panel of
dedicated players aged 9 to 14.
As a variation on most other games of
this type the ladders are dispensed with
and in their absence you are provided
with a jet pack which is activated by
pressing the fire button.
I found this preferable to the usual
method of fire +stick to jump.
You are in a space garage, so the story
goes, and must collect randomly placed
fuel pods from one side, before returning
to re-fuel a randomly placed space ship on
the other. Just to make things interesting
there are strange bouncing objects in the
way (aren't there always?). You lose one of
your three lives if you touch these or the
edges of the platforms which are, of
course 'live'. You also have a limited
supply of oxygen, indicated by a gauge at
the top of the screen.
With on screen scoring, five levels of
increasing difficulty (you may start on any
level), a high score table and excellent
graphics and sound, the game is better
than many others of it's kind.
The general consensus of opinion
from the panel was: difficult but great fun.
D.J.T
Software reviews
Space Ace 2101
* * * *
Ozisoft
CBM 64 + loys'
keyboard
NOW I KNOW HOW HAN
Solo fell when he was a
mercenary before Star Wars!
This is an intriguing game. Not
only are you concerned with
wiping out the aliens, but also
with the maintenance of your
ship and indeed keeping
yourself out of galactic prison
when fines are imposed on you
and the cash has run outl The
idea of this game is to destroy
the alien robot factory which is
stationed somewhere in the
Mhiyken system of planets.
Once the game is loaded,
you are given a certain amount
of money with which you buy
fuel. To gain more funds you
have to leave the safety of the
fuel station or the intergalactic
hyper-market and tackle some
of the nasties waiting for you
outside. When you shoot an
alien a bounty is paid and if you
survive to enter the atmosphere
the counsel of that planet will
pay you. If you have committed
an offence they will ask for
payment themselves. Not only
can you do the above but since
there has been a little light
colonisation you can also
transport the occasional
traveller to another planet. This
will, again, enable you to raise
the money for fuel. I think the
best way to describe this game
is as a monetory arcade
adventure. The graphics on this
program are not of exceptional
quality but when you compare
the size of the program
something had to be cut down.
The quality of the sound on this
package is, again, lacking in
that all important 'zip'. If all
things are taken into
consideration about this
program it is quite good, but
for me at least the graphics let
the side down.
Eddie Kid lump
Challenge
★ * * *
Memotech Software
Communications Ltd
CBM 64 + Joystick (or
keyboard)
COMING COMPLETE WITH
an Official Contender Card
and an Eddie Kid sticker, the
Eddie Kid Jump Challenge is a
must for any budding BMX
fanatics. Once fastloaded in, I
saw an eye-soar — standard
graphic blocks to display the
title page. I must admit that at
that point I was a little sceptical
of the rest of the program, but
when I entered the actual
game it soon redeemed itself.
The basic idea with Jump
Challenge is to jump as many
cars as possible without
crashing your motorbike.
Sounds easy enough, but when
you play it, it is a totally
different story altogether.
When attempting a jump you
have to gain the correct speed
and position on your bike.
Failing to do that will lead to
the inevitable crash in which
we witness Eddie Kid bouncing
along the ground! I must point
out that the review copy did
not contain the "jumping
barrels on a bicycle" section so
I shall just concentrate on the
motorbike section. To control
your motorbike you use either
the keys or a joystick; changing
gears has been put on the
function keys and the brakes
are on the space bar.
One point I found amusing
during playing the game was
that when you crashed, and
after Eddie had hobbled off the
screen, it displayed a message
asking whether you enjoyed
hospital food! I found that after
crashing several times and
being asked the above, I was
dying for the screen to clear so
that I could try again. You can
actually have some fun
popping wheelies and crashing
(shows what son of mind I
have). S.L.F.P.
Frenzy
* * * *
Micro Power
£7.95
CBM 64 + Joystick (or keyboard)
I FOUND THIS A DIFFICULT PROGRAM
to review. Upon loading, my first
impressions were of a game with only
adequate sound (which, reminded me of
a TV commercial for cigars, very soothing)
and graphics which are, to be fair, less
than adventurous. You may by now be
wondering how come I gave it four stars.
Well things are not always as they seem
and after playing for half an hour or so it
dawned on me that not only was I having
fun but that the game is really quite
complex.
To set the scene: you pilot a robot craft
around the edge of a scientific research
centre within which roams a string of
subatomic particles. By pressing the fire
button your craft can be driven into the
centre, leaving a green trail as it goes. By
then driving to any side, the area enclosed
by the trai will fill with colour, the object
of the game being to trap the particles
within the coloured area and so destroy
them. Two things hamper your effors. The
first is that if the particles touch your trail
before you complete a move then you
lose a life. Secondly, at higher levels there
are small shining things called chasers
travelling along your trail whose touch is
fatal.
The 'robot craft' is in reality a small
diamond shaped object, the 'research
centre' a blank rectangle and the 'atomic
particles' look like a string of small beads.
However, I found the game to be so
engrossing that the lack of fancy graphics
did not detract from the pleasure of
playing it.
Your score and remaining lives (you
start with three and gain an extra one on
completion of levels 3,6 and 9) are
displayed along the top of the screen.
Down the side is a gauge which indicates
the percentage of screen filled.
In later screens the number of
particles and chasers increase as does
their speed. At first glance similar to STIX
from SUPERSOFT, FRENZY for my money
is the better game, simple in concept yet
addictive and definitely value for money.
D.j.T
EOGQ0
LEARNING ASSEMBLY LANC-
uage can be a daunting task,
especially if you're learning
from a book and assembling by
hand. Try it and see! This
program is a nice friendly utility
which will be of value to
beginners. Probably the most
user unfriendly aspect of the
program is the long time it
takes to load. Judging from it's
size and speed of operation, I
guess that the program is
written in BASIC and compiled.
Not that I have anything against
BASIC, but the length of the
main program limits the
amount of RAM available for
source codes to 15K. More of
that later.
The package is essentially
an assembler, disassembler and
simple monitor. Your source
code is created with the aid of a
file manipulation routine. The
code is entered as numbered
lines similar to those used in
SOFTWARE
VI' '
BASIC. The assembler uses two
passes and therefore allows
you to use labels for loops and
memory locations. The usual
pseudo op-codes for tables and
specifying assembly location
are supported. The source
code can be saved and loaded
from storage at any time. The
assembler has the usual
facilities allowing symbol
tables, full listings and output
of errors. Source code can be
assembled to memory or to
device. The latter is handy if the
object code overwrites any
memory currently in use.
Overall the assembler
functions well at a fair speed,
but I haven't had a chance to
see how it handles a source
code of significant length.
To assist in debugging your
object code, there are one or
two handy tools. First you can
disassemble any slab of RAM.
The disassembler code is fully
intelligible with all relative
branches listed with their
actual location. Probably the
most useful part of the package
is a trace facility which enables
you to step through the
execution of code without it
ever crashing!!. ...what bliss.
The only fly in the ointment is
that the trace scrolls the screen
mucking up any display your
code may be generating.
The remainder of the
package gives a simple monitor
allowing the manipulation of
object code. I'm rather
surprised that a proper monitor
is not included, especially since
many of them are public
domain.
On the whole this is a very
handy package which is easy to
use. The limitation of size and
source could be a problem,
especially since linked files are
not supported. For this reason
and the relatively slow execu-
tion (compared to machine
code), I feel that this package
isn't really suited to the serious
programmer. For the beginner
and enthusiast, it's unbeatable.
A.W.
Jet Boot lack
* *
The English Software Company
IE
AFTER LOADING, THE TITLE SCREEN
displays the player's options. The titles
and options are large and chunky and
hard to miss and give rather a cheap look
to the whole thing. There is a tune
accompanying the titles which sounds
original but childish — somewhat like a
hurdy-gurdy.
On the options page, you may choose
1 or 2 players and the skill level (being a
practice level or one of 5 other levels,
each harder than the previous one. The
higher the skill level the greater the
number of nasties to contend with and
the fewer the number of fuel pods.
Once a screen has been completed,
you may start your next game at any
screen number up to that one, but not
beyond. It is therefore possible to
complete all the screens on the practice
level and then shift directly to the last
screen at any skill level required.
Jack the Lad zips across the screen by
way of his super fuelled boots. When Jack
is moved, sparks fly from his boots and his
fuel consumption quickens. He is
supposedto be whizzing around a record
pressing plant collecting musical notes.
However, each screen is basically the
same as the one before but with extra lifts
to move around on, resembling
something from Manic Miner.
Jack can move up and down the screen
by way of the lifts. If he stands over a lift
gap, he is killed, but with the aid of his
boots, he can overshoot these gaps
without falling into them. Maybe the
game could have been more exciting if he
couldn't transverse the gaps at all. He can
also travel on conveyor belts and
conveyor trollies.
Collecting the musical notes increases
your score. You may replenish your
depleting fuel by head butting the
overhanging vinyl pods containing boot
fuel. Be careful however not to head butt
the hanging rock formations. You can
duck under these by pressing the joystick
fire button.
At skill levels 1 to 5 you encounter the
bugs and gremlins previously mentioned,
hanging from the vault's roof. There are
various types of bugs and gremlins but
many can be disposed of by travelling
above their heads and bouncing up and
down on them.
I rather liked the graphic Jack,
especially the way he shrugs his shoulders
to duck under the rock formations. The
remaining display did not impress me very
much and showed very little imagination.
As this game is supposed to represent
someone's trip around a record pressing
plant, it would have been nice to have had
some music of sorts in the background.
After a short while, the game became
boring and very repetetive.
Possibly this game is geared to the
younger end of the market and it should
do quite well there. But I don't think this
will be a best seller. Others may find it
enthralling and addictive.
S.E.
Software reviews
Di's Baby
Bad Taste Software
£6.95
64
HAS THIS GAME HAD PUBLICITY OR
has this game had publicity? Most press
comments have concentrated on the
abject bad taste of the subject matter. And
me? Well I shall concentrate on the poor
quality of the offering. The concept of the
game is naturally royal and centres on
whether or not dear old Charles and Di
should be allowed to bring another baby
into the world. The game is in five
different parts, all of which fail to live up
to expectation. The first screen is full of
lavatorial humour with a lousy space
invader imitation with Charles zapping
incoming potties with toilet rolls avoiding
flying nappies, etc. Screen two has
Charles in a platform game trying to get
past all the obstacles and get a bit of
privacy with the lady. Enough said, I think,
the only reason I've gone this far is
because of all the publicity and I wouldn't
want you wasting your money.
K.M.
Time Trucker
* * * *
ASK
£7.95
THIS IS AN EDUCATIONAL GAME WITH
the main aim of teaching time skills. In it
you take the role of a lorry driver going
round farms collecting produce and
delivering to a central depot. You have
the choice to be one of three levels of
truck driver and to go round one of three
courses. Each choice of driving level gives
a different game and the route maps give
the difficulty factor; thus, there are nine
possible games. The three routes are a
map which is printed in the book, a secret
map with random road blocks.
The three games all involve picking up
the fruit and vegetables from various
farms on the maps and watching the
clock. In 'Trainee Trucker' you have to log
your time at the various farms; this is done
by converting the time on the analogue
clock shown and putting it onto the digital
display. Once this is done you can collect
your order and deliver it to the depot. In
'Trucker' you must still collect the farm
produce but instead of logging in you
have to watch the time display as the farms
open only at certain times and you are
working in two hourly sessions. 'Truckers'
is similar but the farms are open for only
fifteen minutes each. Each of the games is
great fun and, with the added difficulty
levels, can be fast and furious.
The graphics and sound were of a high
standard and 'Novaload' meant there was
no long waiting for the game to load.
Overall a good program which at it's
higher levels benefitted from playing with
a partner.
WHAT A BIG YEAR IT'S BEEN FOR
young Tony Crowther, author of such
favourites as Blagger, Killer Watt, Loco
and more recently from his new software
house — Gremlin Graphics, Percy the
Potty Pigeon and Monty Mole. Tony, is
just one of the games authors improving
the standard of British software with each
release and his latest, Suicide Express, is
no exception.
As we have come to expect by now
from Tony, the graphics were excellent
and a rollicking soundtrack by Sky played
throughout the game also. The game itself
is quite reminiscent of the arcade classic
Super Locomotive and more especially
one of his afore mentioned releases,
Loco.
As soon as the game was loaded, a
voice greeted me saying, "Welcome to
Suicide Express", which acted not only as
a bit of a surprise but also as a further
excitement tonic for things to come. I had
read from the inlay card that it was my job
to drive the Suicide Express as android
SCIH-PARG and to "clear the planet
Nilmerg of all alien life and threatening
dangers in order to make it fit for human
habitation." So with that I pressed the fire
button of my joystick and the voice said,
"Get ready.. ..Go!" I was off and straight
away I could tell this game was going to be
great.
The screen splits in two with a side on
view of the train in the top half and a plan
view of the tracks, your train and the
nasties in the other. The super smooth
'wrap-around' scrolling graphics give a
real feeling of speed as the Suicide Express
hurtles down the tracks pursued by jet
bomber aeroplanes and a hovercraft with
other trains heading straight for it too.
You have to be really quick on the fire
button if you want to survive this game!
However don't think you just blast
everything in sight with a never ending
stream of bullets; they have to be col-
lected on your journey from ammo dumps
at the side of the track. To add insult to
injury don't think you can collect and
hoard your ammo either because, if you
collect more than 50 pieces of ammo, you
explode anyway!
The driver of the Suicide Express
certainly gets a raw deal but, as the old
saying goes, "You can't have your cake
and eat it." Other dangers include
scavengers and watchers. It all seems very
one sided but do not despair! Unlike Loco
you can control the speed of the Suicide
Express which, although maybe a
seemingly minor point at first, can be a
real bonus once you realise its potential in
order to get the really high scores, a task
made not too difficult as there are loads of
points to be gained via the generous
scoring system (you get 1000 points when
you first start off as well as getting a further
1000 points each time you die).
After giving the game your best shot
and finally losing your 3 lives, the voice
reads out your score.
With 14 levels of play and 32 screens
this game is certainly not for the faint
hearted. However, the excellent scrolling
graphics and the fabulous soundtrack
make this game horribly addictive and yet
another Crowther commodore classic.
Dare you travel the tracks alone?
R.B.O.
The French Mistress (level A)
The German Master (level B)
★ * * *
Kosmos Software
£9.95 (each)
CBM64
THESE TWO PROGRAMS HAVE THE
same layout, method of use and aims so I
have decided to review them as one. The
two cassettes form a comprehensive
language teaching program and have on
each of them sixteen lessons and an
overall control program. This control is
recorded on side 1 of the cassette and,
therefore, it is essential to load it before
doing any of the seven segments on this
side or the nine on side two. The control
program contains the various options
available; these include an option to load
either a specific lesson or the next in the
sequence and a variety of ways to run the
lesson once chosen. You can type in your
own words, phrases and translations to
form new lessons; you can use the test
mode to check whether you have learnt
anything. You have a further option to
save your lesson on a cassette once you
have created it.
The languages are presented on two
tapes each. Tape A contains lessons
covering a wide range of every day
vocabulary. You can learn the words for
members of the family, parts of the body,
shopping, the countryside, days, months,
seasons, living creatures and food. Tape B
has further vocabulary and has lessons on
verbs and their tenses, adverbs, adjectives,
conjunctions and other aspects of the
grammar of the language being studied.
Both programs are well presented,
easy to use and could be of use to anyone
studying French or German either at
elementary or exam level. It could even
be of use to those contemplating foreign
travel. I have found only one drawback
and that is that there is no way to actually
learn the pronunciation of the words in
the programs. What a pity there is no
sound tape to accompany them. However
both of these sets coulcf be of use as an
adjunct to other lessons.
M.W.
THE
1STRESS
1
The Magic Sword
★ * *
Database Publications
ADVENTURE GAMES WHICH CHILDREN
can play are few and far between. The
adventures on the market are generally
too difficult for the average child because
of the amount of reading or reasoning
involved. This is a great pity because the
strategy behind them is so important in
the development of skills such as reading,
logic and mapping techniques.
Now the software houses have seen
the potential market and recently I have
seen two: Creative Sparks' 'Dangermouse
and the Black Forest Chateau' and 'The
Magic Sword'.
The Magic Sword comes as a book and
cassette package. The book is a delightful
fairy tale telling the story of how Princess
Poppy one day is so bored that she
wanders around her castle home and its
environs looking for something to do.
Unfortunately she is captured and
imprisoned by Bad Bertha the Witch, who
then throws away the key. Her would-be
rescuer Prince Freddy is turned, by the
wicked witch, into a frog thus dashing all
hopes — that is where the young reader
comes in.
The cassette contains an adventure
which anyone who has solved the Hobbit
will find trivial but which should keep the
under-ten occupied for a fair amount of
time. There is no tricky keyboard entry to
be undertaken. One letter commands
have been built into the program and
there is no need to look' as all that has
been implemented. One criticism I have
is that the text is all in upper case lettering
(a mistake which adults tend to make
when writing for children). However apart
from this the package is delightful espec-
ially its simple but beautiful pictures in
both the book and game. M.W.
Ancipital
* * * ★
Uamasoft
£7.50
BM 64
4
ANCIPITAL IS JEFF MINTER'S LATEST
contribution to the welfare of sheep,
goats, Llamas and others. The game
instructions are so comprehensively
detailed that a user manual wouldn't have
been out of place. If the instructions seem
tedious, a bit of patience reading them
will be worth it as the game would baffle
anyone without them. Once play starts, all
will become clear — well let's say less
incomprehensible.
Although Mr. Minter takes a chop at
adventure games in the forest of
instructions, this game could, very
loosely, be termed an arcade adventure.
There are 100 screens or chambers to
explore each offering different joystick
fodder from alarm clocks to British Rail
logos — everyone's pet hate is
thoughtfully provided.
Ancipital, a goatish half-human jumps
about from wall to wall — north, east,
south and west — blasting the fiendish
hallucinations until a sufficient number of
them crash into a wall, weakening it, and
allowing ancipital to enter the
neighbouring room where, likely as not,
another extermination technique is
required. If any screen turns out to betoo
difficult, the player can always retrace his
steps. But, beware being trapped in two or
three adjoining rooms with a lack of
baddies to zap. The whole package has
the quality that has become the author's
trademark — fine graphics too numerous
to mention and background music and
sounds maintaining interest from the
intro track (courtesy of Genesis) during
the fast Novaload until goaty's inevitable
demise. If there's a spare gift voucher
from Santa, it won't be wasted acquiring
an Ancipital and lovingly caring for it — it
shouldn't gather dust anyway.
R.M.
THE
GERMAN
§
I * J ' ■ * --— — -
Henry goes to screen 1, which is the
clothes cupboard. Here he must collect
gloves, boots, money bags etc and avoid
the batty buttons and stomping boots.
When all is collected (including the key to
the exit door), Henry must make his way
to the exit. Upon reaching this point, the
screen clears and a display of Henry
crossing a corridor from room to room is
given which is quite delightful.
Room 2 is the bathroom, but Henry is
not here just for the Royal Wee. Collect
rubber ducks, soap brushes etc, avoid
touching the sponge and bath taps and
watch out especially for the dripping tap.
If Henry pulls the plug at the top right of
the screen, then the bath empties of water
revealing further goods for our Royal
Magpie to collect.
The kitchen can be a dangerous place
for a youngster and this is so in screen 3.
Don't get hit by the falling eggs, pop-up
toast (with good sound affects) and falling
tin can, but collect all the trifles, biscuits,
cakes etc and avoid the hot tea pouring
Software reviews
The hardest screen, of course, is last,
Henry's Creepy Dungeon, complete with
Witch (could it be an Aunty in disguise)
and ghosts. The parrot appears again (in
fact it could be a vampire), but this time it
homes in on you (homing parrot?). Show
him the sign of the crucifix to scare him
off. Complete the round tour of the house
and you end up back in the Clothes
Cupboard at screen 1.
This game is very close to being a
graphic adventure. Each screen is totally
different from the others, which makes it
a joy to play. There are a lot of surprises in
store amongst the excellent graphic
representation. In fact, it is close to being
a cartoon of sorts. The link between
screens is excellent. It will be a long time
before I fall out with this game. I could
play it time after time without becoming
bored.
This game should appeal to all ages
and I think prove to be excellent valuefor
money. It is well thought out and
different. S.E.
Henry's House
* * * *
The English Software Company
AT FIRST GLANCE THIS APPEARED TO BE
a game based on that old TV children's
favourite. Hectors House. The screen
display on the insert card seemed to point
to this until I spotted the note "starring
Little Henry", with a Royal crown above it.
I then realised after reading further that
this is a game depicting Little Henry's
Royal Romp through the rooms of his new
home. Whilst the packaging is
unimpressive, I found the software
enthralling.
The title display appears on screen to
the tune of 'Rule Brittannia', after which
you are treated to a brief demonstration
of the 8 screens of the game.
You are Little Henry and have 3 lives to
negotiate the game with. If however you
lose all your lives, you may commence
your next game from the screen you were
last on instead of being returned to screen
one. This is a superb feature and dare I say
"Hooray for Henry".
Henry has come a long way since birth
because for one so young he appears to
be able to walk quite happily and is
clothed extremely well.
randomly from the teapot. Get to the
door and exit to screen 4, the Lounge.
Again, objects must be collected, but
watch out for the parrot escaping from his
cage and flying around the room. Don't
let him get you. I'll not give away any clues
at this stage, but a sequence of collections
must be set up. In the lounge is a cuckoo
clock (complete with noisy cuckoo), a
television set on the blink and a raging fire
(where did they get their coal from).
And so to Henry's Playroom — screen
5. Each screen has different
accompanying noises and this one is
packed by a clockwork whirring. The
floating 'Teddy' bears (sorry) a
resemblance to Nookie Bear, but must be
avoided at all costs. Collect the toys and
parcels, jump into the aeroplane and then
parachute down amongst the other toys
(maybe Henry wants to be an SAS Soldier
when he grows up), but don't get
clobbered by Mr Jack-in-a-box.
Next is the nursery. Negotiate the
obstacles for the collection of dummies,
sums etc. Each item collected extends a
ladder up to a shelf for you to collect items
from that shelf.
Dinner is called on screen 7 in the
dining room where goodies such as
bananas, hamburgers and other eatables
etc can be found. The 2 mad chefs can be
nasty if you get in their way, so be careful.
Negotiate the cooked turkey on the
dining table.
'
©oo»« **
Whether you want to write
arcade or adventure games,
you'll be interested in finding
MANY COMPUTER PROGRAMMERS
are not entirely familiar with what BASIC
will do, let alone machine code. They
might very well have an idea for a new
knockout game but lack the ability put it
into practice. Even if the game could be
coded in BASIC, it would be too slow to
be worth considering.
There have been several games
designers for the Sinclair Spectrum and
the trend seems to be continuing for the
Commodore machines.
A games creator should provide the
user with a number of machine code
routines that will first allow him to 'build'
his game in simple, easy steps. It also
provides him with an operating system to
combine these various modules into a
working game: the user simply describes
what he wants and the program does the
rest.
I have assessed five games designers —
four for the CBM 64 and one for the VIC
20. One of these is an "odd-man-out' so I
shall look at this first.
Scope 64 ISP
£17.95 (cassette)
CBM 64
■
Although Scope 64 calls itself 'The Games
Designer', it is not for those who are
unfamiliar with writing their own
programs. It does not actually help you
design games but is an extension
language that gives you 46 extra
commands which greatly assist in
producing a program that will handle
graphics, sound and animation at a higher
speed than ordinary BASIC.
Using these new commands, a
program or subroutine is written in a
series of REM statements. It is then
compiled by the Scope master program
and re-written intoanotherspecifiedarea
of memory. It may then be called via a SYS
command (like a machine code routine —
which it resembles) from your BASIC
program.
In effect, it enables you to write
machine code subroutines, but it does not
help you design a program: you must
already know how to build up a sprite or
define the path your player will take when
he jumps... If you know how, Scope 64 will
make it easier and faster.
Complete programs could be wjjtten
in Scope alone but I suspect most users
would use it for handling subroutines that
need a greater speed than BASIC can
provide. Only single statement lines are
permitted, so programs tend to get a bit
lengthy quite quickly! The documenta-
tion is well sprinkled with examples and,
at £17.95, it is well worth considering if
your programming ability is ready for it.
Once compiled, a Scope routine is
independent of the master program and
may be used in your programs.
Adventure Writer
Codewriter
£24.95 (disc)
The Quill
Gilsoft
£14.95
To all intents and purposes, these two
programs are identical. Both are written
by Graeme Yeandle. The Quill isavailable
on both- cassette and disc; Adventure
Writer is on disc only. The latter appears
to be a version produced for the
American market now coming back to its
country of origin! Some text is altered
slightly but the core program remains the
same — databases created on one will
quite happily work with the other.
Adventure Writer comes complete
with a working adventure ready to load or
inspect via the operating program, al-
though you will have to load Magician and
not Sorcerer as stated in the instruction
booklet!
These programs will help you produce
a first class adventure program, with
absolutely no knowledge of machine
code or BASIC. All you need is the idea for
the adventure itself, the locations,
descriptions, objects to find and above all,
the reasons for joining all these together
into a linked adventure. The end product
will run on its own, not needing the
creator program to help it run.
I shall offer one word of warning
though: adventures are, by nature, often
complex in structure. Do make sure you
have yours clearly set out on paper.
Of the two instruction books.
Adventure Writer is the best. Both give
you a worked example to key in but
Adventure Writer gives a key by key
account that is slightly more helpful.
On loading the program, you will be
presented with the main menu. From
here you can start to produce your
masterpiece, commencing with your
locations and their descriptions.
The programs use the 'business mode
character set' (upper and lower case) plus
the graphics symbols shown on the left of
each key — accessible via the
Commodore Shift key. Although you may
be a bit daunted by the lack of the other
graphics characters at first sight, it is
possible to produce suitable pictures to
accompany your text.
Once you've typed in your locations,
you then move on to the Movement
Table, Object Descriptions, Object
Starting Locations, Messages, Vocabulary,
etc. Each step is logical and well
documented. You can even check how
much memory you have left to play with.
While typing in text (graphics), all
sixteen colours (and reverse) may be used
to advantage — just remember that if you
are using a monitor, an ordinary TV might
not have the same colour separation/res-
olution. So, refer to the CBM instruction
book for good colour 'mix and match'.
Complete games or databases may be
oftware
saved to disc or tape — save your growing
database fairly often, just in case you
encounter a problem. If using a disc drive
and you get an I/O error, this may inhibit
you when saving your database — to disc
but not to tape (always have a spare
cassette handy).
The only criticism I have of the progrm
is that you cannot overwrite (on disc) a
database with the same name. This means
that, if you are writing a large program
you may have disc management
problems.
Both programs do what they set out to
do and it is surprising what different types
of 'adventure' may be created with the
same basic tool. Neither company limits
the use of any program you write, but they
do ask that you mention their company
name somewhere within the program. If
the adventure is good enough, they will
even sell it for you.
The Games Designer
Artificial Intelligence Products
VIC 20
The VIC 20 in it's unexpanded form
(without extra RAM packs) has been sold
in it's hundreds of thousands and sadly
does not always get the attention it's users
might wish. Artificial Intelligence
Products (AIP) have produced a very
clever games designer package that needs
no extra money.
The cassette includes three games for
you to play and/or edit. The games are
simple but reasonably effective and in
themselves will prove a fair amount of
fun. Using the editing facilities it is
possible to either build up a game from
scratch or alter the existing games to your
choice.
AIP claim that in using their methods
of games creations, you will get the
equivalent of 19K within the 3.5K VIC
memory. This is achieved by loading the
editing programs one at a time —
performing one operation (or an
associated series) and then storing the
results by POKE the data to an isolated
block of memory.
Having finished one aspect of editing,
the next editing program is loaded — this
does not disturb the data in memory but
of course overwrites the previous
program and effectively uses the same
program area again and again. ..whilst
building up a steadily increasing database
for your game.
Having created your database you
finally load the 'Main Came Base' in order
to play the game. This program provides
the operating system that uses your stored
database.
Each game has the same basic pattern
— you have to guide your 'player' from
HOME to TARGET, avoiding various
moving objects along the way.. .and then
return. Each time you reach either
location you score points and the speed of
the moving objects increases!
Although this format may appear
restrictive, it is surprising what variations
you can build into such a simple scenario.
The editing sections consist of:
Graphics Editor, Screen Editor, Tune
Editor, Sound Generator, Game
Formulator and Game Saver.
The Graphics Editor allows you to
redesign 30 characters (each 8x8 pixels)
from which you design your game. Four
of these are used to create your 'player' —
a different shape for the four possible
directions of travel. The 'Aliens',
opponents, call them what you will (!) are
larger, being made up of a block of four
characters; you may design two versions
— left and right handed.
Two characters are specified for
HOME and TARGET and the other 16
make up your scenery. A simple to use,
expanded design panel is displayed as
well as the 30 characters.
The Screen Editor enables you to
design the screen display, including the
position of the aliens, HOME and
TARGET. Meanwhile a scrolling reminder
of what each defined character looks like
appears along the top of the screen. Each
character placed on the screen may be
one of eight colours.
The Tune Editor allows the creation
of a theme tune of up to 50 notes covering
two octaves (with sharps!). You may listen
E
No <%
programming ^fc,%
experience
needed
Included
3 great, ready-made
games
Software
to your tune at any time as you create it
and it is easy to change any individual
note. The Sound Generator provides
three additional sound effects for
collisions and reaching HOME and
TARGET.
The Game Formulator defines the
speed of the game, what keys will be used
(if not using a joystick), points scored and
also the contents of a scrolling message
across the bottom of the playing screen.
Game Saver, does just that — saves
your game database to tape for future
playing or editing.
Overall, considering the memory
limitations of the VIC, this game creator
gives you several interesting possibilities
to explore. Although the moving
characters do not alter as they move, the
scrolling is smooth and effective.
The games may only be played using
the 'Main Game Base' so it is not possible
to create a game independent of the
'Games Designer'. There can be no profit
from this package but at least you can get
a lot of fun from only 3500 odd bytes!
E
Games Creator
Mirrorsoft
C1Z95 (cassette)
CBM64
This program comes on either disc or
cassette, the latter using one of the now
common rapid load systems — loads in 3%
mins. It provides the user with the 'master
creator' (redesigner/editor) program that
already has one example game in
memory. This you may either play or edit;
the databases for two further games are
on the reverse side of the cassette.
The games supplied are on the 'Manic
Miner', 'Scramble' and 'maze with nasties'
types and provide reasonable games with
good graphics.
The editing/creating facilities are very
good, are menu driven and are generally
easy to operate. Up to five animated
'aliens' are allowed, each with four stages
of animation. The 'player' has eight stages
— two in each of four directions. Also
catered for are player/alien bullets and
player/alien explosions.
All sprites are created in a block of four
characters (16 x 16 pixels) and are
multicoloured (four colours). The sprite
editor is very easy to use and sprites are
shown in both full size and also enlarged
in the editing display panel.
The background scenery editor is very
versatile. Three basic types of scenery are
available: those that, 1) the 'player' may
pass through 2) the 'player' may walk on
or be stopped by 3) will kill the 'player' on
contact. 49 different graphics blocks may
be created for each of these three types,
allowing a complex background to be
built up relatively easily. The background
can remain stationary or may be scrolled
from right to left either slowly or quickly
(for scramble type games).
The tune to be played throughout
the game repeats itself but the main
theme can be quite long and one of five
instruments may be selected to play it. In
choosing to write this theme tune you do
not have the facility to view or correct a
tune already written but have to start from
scratch. Once writing the notes (no
sharps) you may 'play' it at any time and if
necessary delete notes from the visible
'page' — but no further back (seven
'pages' of music may be written). The
music produced can be very good but you
must get it right the first timc.or start
again from the beginning of the tunel
Sound effects for 'player' dying,
shooting 'aliens' etc are catered for and
may be editid. Again this is easy to
implement but the variations possible are
not all that great.
'Alien' movement may be very
complex — up to 200 defined steps being
allowed. Speed of animation, rules
concerning collisions and how many
aliens may exist are all variables you have
at your control, allowing a very flexible
and involved game to be developed.
There are a couple of weak links
though... One is that you must load the
master game creator first to play any game
— it is not therefore possible to create an
entirely independent program. The
second and perhaps more serious
weakness is that you can only create one
'screen', so that when you have
completed/solved level 1, level 2 and up
are exactly the same but with the option
only of increasing the speed of the
'aliens'.
Conclusions
Scope 64 is rather a special case and
should only be considered by those who
already have a fair understanding of
programming. It works well and a
compiled routine is not dependent upon
the master program. You may use
programs written with Scope 64 as you
wish; there is no restriction on sale of a
compiled routine.
The two adventure writers The Quill
and Adventure Writer both produce
good quality products, indeed there are
already a number of programs created
using these programs, on the market.
The two arcade creators. Games
Designer and Games Creator both
require the master program to be used, to
function — selling games, so produced, is
not possible, except through the
publishers of the programs themselves.
Nevertheless, they enable you to put
together interesting programs for your
own use and also give you the
opportunity to demonstrate your
potential as a games designer — and
software houses are always on the lookout
for good ideas.
Type in the listing and save ii on
a cassette or disc. Now RUN it
and, if it has been entered
correctly, you will be given the
option of saving the object
code to either tape or disc. On
the other hand, if it hasn't, a
screen error will appear. There
are two possible error reports:
1) (Not enough/too many)
data strings
2) Difference in checksum
figures
Reports # 1 speaks for itself.
There is a total of 512 data
strings to be entered. If you go
above or below this figure, you
will be presented with report
#1.
If you receive report #1,
you will almost certianly
receive report #2 as well.
Locating the source of a
checksum difference is much
more difficult than tracing a
'DATA STRING ERROR', as you
must check each 'Hex string'
separately until the offending
line has been found.
However, if you have
entered the program correctly,
you will now be given the
option of saving the program
code to either tape or disc.
It will be saved under the
filename 'MM64'. When it has
been saved, verify it to ensure
that there are no errors
present.
You are now the proud
owner of an extremely
powerful and versatile sprite
designing utility.
Using
64
M.O.B. Maker-
Tape users may load the code
by typing any one of the
following statements.
1) 'LOAD"
2) 'LOAD"",1/T
3) 'LOAD"MM64'"
4) 'LOAD"MM64",l,1'
64 Utility
It does not matter which of
these you use, as the machine
code will automatically re-
locate to the address from
which it was saved — i.e.
$C000 - $CEFF or 49152-52991.
Disc users can load the code
by typing either 'LOAD
"MM64",8' or 'LOAD
"MM64",8,T.
After loading is complete
(approximately 2 minutes for
the cassette version), you
should type 'SYS (64738)' +
'RET'.
This restores the '64' to
power up condition, resetting
any system pointers/vectors
that may have been corrupted
by the LOAD.
Type 'SYS (52923)' t 'RET' to
initialise 'M.O.B. MAKER-64';
the program title message, etc.,
will appear.
I have supplied a compre-
hensive guide to the various
functions available to you and
detailed explanations of their
uses.
To give you some idea of
the program's ease of use and
versatility, I designed a
complete set of 40 'PACMAN'
sprites in approximately 20
minutes.
Function List
Function Number
Function Name
Keypress
24.
Change Screen
f~nloi ir
'RESTORE'
Number 1.
Cursor Home
'CLR/HOME'
25.
Shift Sprite Right 'F7'
2.
Clear Home
'CLR/HOME'+
26.
bhitt sprite ten
ty
SHIFT
27.
Shirt Sprite Down hi'
3.
Cursor Right
*-csr-'+SHIFT
28.
Shift Sprite Up
'FT
4.
Cursor Left
'-crsr-'+SHIFT
29.
Recall Sprite
'£'
5.
Cursor Down
' 1 crsr i '
30.
H. Line
r
6.
Cursor Up
' iCTsrl '+SHIFT
31.
V. Line
'F' +SHIFT
7.
Cursor Slow
< . '
§
32.
H.Wipe
'D'
8.
Cursor Fast
33.
V. Wipe
'D' +SHIFT
9.
Enable
'W'
34.
Reverse Video
'9'
Wraparound
35.
Invert Sprite
'1'
10.
Disable
Wraparound
'W'
36.
( Rotate H/R
180° Sprite
'R'
11.
Enable
'M'
37.
( Rotate M/C
'R'
M-Colour
38.
Rotate Sprite 90° 'R' +SHIFT
12.
Disable
M-Colour
'M'
39-
Change Sprite
Colour
'#'
13.
H. Fill
< •
40.
Transfer Sprite
•@'
14.
V. Fill
' '. ' +SHIFT
41.
Swap Sprites
«•*
15.
H.Rub
'Del'
42.
Merge Sprites
' 1 '
16.
V. Rub
'Del'+SHIFT
43.
Load Sprites
V
17.
H. Space
•Spc'
'Spc'+SHIFT
V
(Tape)
18.
V.Space
44.
Load Sprites
V
19.
Sprite Page +
(Disc)
20.
Sprite Page -
45.
Save Sprites
'S'
21.
Change MC #1
T
(Tape)
22.
Change MC#2
'?
46.
Save Sprites
'S'
23.
Change Cursor
(Disc)
Colour
47.
Quit
Q'
E
IE
Explaining function uses
1. Places 'Cursor' at top left hand corner of grid.
2. AS ABOVE but also clears grid and sprite definiti
J. Moves 'Cursor' one place to the right.
4. Moves 'Cursor' one place to the left.
5. Moves 'Cursor' down one place.
6. Moves 'Cursor' up one place.
7. Slows cursor movement.
8. Speeds cursor movement.
9. When Wraparound is enabled, the cursor will re-
appear on the left if it moves off the right.
10. When Wraparound is disabled, the cursor will s
when any of the four extremes of the grid
reached.
Enables Sprite Multi-Colour Mode.
Sprite Multi-Colour Mode,
bit and moves cursor one place to right,
bit and moves cursor down one place,
ut one bit and moves cursor one place to left.
Rubs out one bit and moves cursor up one place.
17. Rubs out one bit and moves cursor one place to right.
18. Rubs out one bit and moves cursor down one place.
19. Advances to next sprite definition.
20. Moves back to previous sprite definition.
21. Updates Sprite Multi-Colour register 1.
22. Updates Sprite Multi-Colour register 2.
23. Changes cursor colour.
24. Changes screen colour.
25. Moves Sprite one bit to the right.
26. Moves Sprite one bit to the left.
27. Moves Sprite one bit down.
28. Moves Sprite one bit up.
29. If you destroy a sprite definition by accident, this
function will restore the sprite to its original
condition.
30. fills in all the bits from the left to the right of the grid.
31. Fills in all the bits from the top to the bottom of the
grid.
32. Wipes out all the bits from the left to the right of the
grid.
33. Wipes out all the bits from the top to the bottom of
the grid.
34. Reverses Sprite Video.
35. Rotates Sprite through 180 degrees through the
horizontal (X) axis.
36. Rotates a standard hi resolution sprite through 180
degrees through the vertical (Y> axis.
37. As above but with a multi-colour sprite instead.
Note: When 'R' is pressed. Function 36 is executed if the
multi-colour mode is off and Function 37 is executed if
the multi-colour mode is on.
38. Rotates sprite 90 degrees. (See Special Notes).
39. Updates Sprite colour.
40. Transfers a sprite definition from page x to page y,
where x • the source page and y = the destination
page.
41. Swaps Sprite definition x with sprite definition y,
where x = the source sprite and y = the destination
rite.
es the definition of sprite x with t
n of sprite y, leaving the result in sprite pa
y, where x = the source sprite and y = the destinatio
sprite.
43. Loads Previously Saved Sprite Data from Tape.
44. As Above, but loads from Disk.
45. Saves the desired sprite blocks to Tape.
Special Notes on Function Number 38
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01
02
03
04
05
06
07
06
09
10
11
12
13
14
15
16
17
18
19
20
: : '
1
■
■
■
■ .
■
—
■
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■
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I 1
As most of you are probably aware, the CBM 64 'Sprite' is
not perfectly SYMETRICAL ie. it is 24 bits wide by 21 bits
deep and therefore it is not possible to rotate it perfectly
through 90 degrees. Therefore you should avoid using
the areas that I have shaded, when you are using this
function, in order to get the best results. In any case, if
you decide to use the whole sprite area, you may relocate
the sprite definition using functions 25-28 inclusive and
then fill in any bits that have been lost off the edges.
Special notes on
functions 40 41 & 42
The same general rules of use
apply to each of the three
functions listed above.
As you will have seen in the
notes on function uses, x = the
source (start) sprite page and y
= the destination (finish) block.
Before selecting any of
these functions, you must
select the source block by
using functions 19 & 20; ie.
'Sprite Page*' and 'Sprite
Page-'.
Now press the key
associated with whichever
function you use to use; ie. '@',
'*' or ' f '. You will now see the
sprite block number flashing at
the bottom of the screen. Use
functions 19 & 20 once more to
select the destination block
and once you have selected it,
press 'RETURN' to execute the
function. There are two
important points to note which
are as follows;
1. Pressing 'RUN/STOP'
while engaged in any of these
three functions will return the
computer to normal code of
operation without any changes
having being made.
2. After pressing 'RETURN',
the function will be executed
and the sprite page number
will be reset to that of the
source block; ie. if you transfer
sprite no. 137 to block no. 232,
after accomplishing the task
the page number will return to
137.
Special notes on
Function number 45/46
When this function is called,
you shall be presented with the
message 'Save Sprite Data to
Device'.
Below this, you will be
prompted by 'From Block
Number V and a flashing
cursor.
Type in a number between
128 and 255 and press
'RETURN'. Now you will be
prompted by 'To Block
Number ?'andaflashing cursor
once more.
Again, type in a number
between 128 and 255 and press
'RETURN'.
You now are requested to
enter the filename but
remember, only the first 16
characters will be accepted.
=
64 Utility
Then you will be given the
option of saving to tape or disc
or abandoning the routine.
As a final point, I mention
that any number out of the
range (128-255) incl. should not
be accepted e.g. 127 or 256.
But I have a confession lo
make! Here lies the only 'BUG'
I could find in the entire
program.
If you type any single digit
number except (2) you will be
presented with the message
Program listing
'Input Invalid, Redo from
Start'. You may well ask
yourself why this is so and it
took me quite a considerable
time to figure out why myself.
The reason is that '? is
accepted as 200 and this
number is within the 'Legal'
limits. Likewise, '13' will be
accepted as 130; '25' as 250 etc.
So the bug is not so bad
after all as it may be used to
your advantage.
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Program listing
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3480
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OATA ■03A9EA3D15O3A947 1
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DATA ■A9OO85C64CE8CC00 '
DATA -2904010180062000'
OATA "660 1003 I 32386 I OB'
OA TA -01 00002?808000O0 1
OATA -A2 ISBOBFCSBOFFCE'
DATA -CAO0F760P43A2462'
DATA "248A24CAA208BOe3 1
OATA -C89DFFCFCAO0F7A9'
39B0
3990
4000
4010
4020
4030
4040
40M<
4060
4070
4OB0
409O
4 10O
4 110
4i20
4 130
4 140
4 150
4 lf.0
4 170
4 I dO
4 I M
4 191
4 192
4 193
4 194
4195
42O0
42 10
4220
4230
4246
4250
4560
DATA
OATA
OATA
OATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
OATA
DATA
DATA
OATA
Om Th
DATA
OATA
DATA
REM
REM
REM
REM
REM
DATA
OATA
DATA
DATA
OATA
OATA
DATA
"4C23C5AO0OB IFC9 1 "
"CI C8CO3FO0F76OA0 ■
-BOB 1FC4BB IC 19 IFC "
■ 689 1 C I C8C03FOOF 1 «
-60A000B1C1 1 1FC91-
"C1C8CO3FD0F56OA2"
■93A9C98E2E03BD2F ■
"034CE9C3A25FA9C9"
"OOF 1 A27 1 A9C900EB "
• 78A9A58D 1 B03A3C9 *
■80 19035860EA4B8A ■
•489848EE0BCF63A8 "
■68AAG8400OA96883"
•FA85FCA905B5F8A9"
•D985FPA2O8A00IBI "
-FA48B 1FC363 IFC6B -
"9 1FAC8CBC028O0EF -
"A5FA18692885FA85"
"FCA5FB69008SFBG3 "
"0485F0C ADOD760AD "
" OEDC 2 9FE 8D0E0C A5 "
■O 129FB650 1 AEB4C9 "
i i i I ■ t I : t i t : i ■ ( t I t I
: i i
BLOCK ]0 ' «CA0O - *CAFF >
t i i
"BD97C A65FBA9BS33"
•FC205BC IA5FE 1869"
"OO85FfcA000BIFD3B"
"E807C8COeeOOF6A5"
■ 0 I 0904B5O 1 AD0EOC "
"03O1BO0EOCG0CEF0-
-O7D0 I 9A3098DF00? "
4270
4260
4290
C30O
4310
4320
4330
4346
4 350
4366
4370
4380
4390
4400
44 10
44^0
4430
4440
4450
4460
4470
4460
4490
■i'^i
4510
451 I
45 12
4513
4514
4515
4520
4530
4540
4550
4560
4570
4590
4 5*0
4600
4610
4620
4636
4640
4650
4660
■le7P
4690
4690
4700
4710
4720
1730
4740
4750
4760
4776
4760
4790
4300
43 ie
4820
4930
4631
4532
4B33
4334
4835
4946
4850
4660
4870
4880
4290
u *O0
49 in
49B0
493'©
4940
4950
4360
4970
OATA
OATA
DATA
OATA
OATA
DATA
DA IA
OATA
OATA
OATA
OATA
DATA
OATA
DATA
DATA
OATA
OATA
DAI A
OATA
DATA
DATA
DATA
OATA
DATA
OATA
REM i
REM
REM
REM
REM
OATA
OATA
CATA
DATA
OATA
DATA
DATA
OATA
OATA
OATA
DATA
DATA
OATA
OATA
DATA
DATA
OATA
OATA
OATA
OATA
OATA
DATA
DATA
OATA
OATA
DATA
OATA
DATA
OATA
OATA
OATA
OATA
REM
REM
REM
REM
REM
DATA
OATA
OATA
DATA
DAT"
OATA
DATA
OATA
OATA
DATA
DATA
DATA
OATA
DATA
" AEb4C9E8E 0B0OO02 "
-A2008EB4C920EFC9 "
"4C2ECA2065C9A98F "
•85FA85FCA905B5FB-
■A9D985FOA000A200-
-8A48BOE8070A9DE6"
"07900BA201A96C9I "
•FA8A91FCD006A206"
• A920D0F 3A5FA 1 863 "
■2885FA85FCA5FBB9'
■0O85FBS9D4B5FD68 *
"AAE8E00SO0CA602O "
•20 10 1205 13O50E 14"
"O3OEO72027OD2EOF "
•2e022£2O0OO I OB05 "
- 122036 34272CO405"
" I 3O9O7OEO504200 1 "
"OE 04201712091414"
"05OE2OO6OF I 22027 "
" I90F I5I220O30F6O"
"ODOFO40F 1 205272C -
-OI0E200I 12071513"
"20 13 1 00503090 I OC "
"09131 420 10 1 5026C "
■09O3OI I4090FOE2C"
I 1 I I I I I I t I t t I I I I I 1 I I I I I I I I
BLOCK 1 I < «CB0O - «BFF
;■ 1 I 1 1 I I ■ I I 1 1 I I 1 1 1 I t I 1 I I I 1 I I
"02 I52O0A0FO80E20"
•0DO3C-003OIOC0520-
■ IB2O2S0329200EOF "
" 1605000205122031 "
"393B342OIO2E2O10-
" I205 1 3 1 32027 1 205 ■
"I4I5I2OE272014OF-
-20131461 12I42E20"
"2E202E2O2E202E2O "
"DAC9209FFF A5C5A2 "
•0OOO70CBO00FBO9O -
"CB3D2E03BDBBC69O"
"2FO36C2EO3EBE02O "
"OOE760E AEAEAEA60 "
■3302072COO3C0924 "
■38 383935 30282B20-
"21 1 1 030664052032 "
• 151 32E3 I362A0D3E 1
■6B6CF094A6B94550"
"304 I 3935EFO 1 2C 1 E *
'C8328 1 40FCB5CBD6 "
•919B7F8C92AF87EA-
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•C6CCC5C5C5C5C4C4 "
■C7CTC9C9C9CECECB-
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"DOBO I 7 DOB OOF CC 20 "
"02FFE8E0 I C00F5A9 "
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"08302 IO04C2BCC93 "
■098EO55 1554354 20"
"2EODODA9O085C66C ■
-O203AOBO02290IOO-
■034C68C84C36C6A7 "
"B IA7A0BOA0348190*
■ 85A.C A7B3A 7 AOBD AO ■
" 3439933BAC A79295 1
■8EAF93948F90A7A0 ■
■BOA08292853 1 8BA2 "
"28B03ECC90FF63A9"
E
64 Utility
Program listing
■1390
■1990
5880
50 !0
3020
5038
5050
5060
5O70
33S0
3890
9 100
5 ; 10
3120
5 130
5! 40
5 150
5)3!
5 1 52
5153
5154
5)55
5 160
5I?0
5 100
5190
5200
OATA
DATA
DATA
DATA
OATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
PATH
OATA
DATA
DATA
OATA
C ATA
REM
REM
REM
REM
REM
DATA
DATA
DATA
OATA
DATA
-0 1 9OFFO7CAO0F260 1
•A9F7A6F0A4FE4C08 "
"FF204C4F4 I 442053 "
■505249344320444 1 "
■544 12046324F4O20-
■444336494 3432E0O *
-0020534 I 56452053 ■
"303fi493445ED444 1 ■
■544 120544F204445 ■
■364943452E20208O "
•0D46524F4O344FS0"
•2020424C4F434B20 •
"4ES54D424552S03F "
"2020454E54455220 ■
■4&494C454E4 14D43
■3OI3O0AO0EDCO90I ■
•gD0EOC5860000000"
-000O0800204E4 1 4D ■
I (4 1 1 1 I I I 1 1 1 1 1 1 1 1 1
1 1 1 1 I II
BLOCK 13 < «CD08 - «CDFF >
■ tlllllllllllttlltllllltltl:
-45203A2020494E50-
-333420494E364 14C-
■4944202C3243444F -
"2046524F4O205354 "
"415SS4MM800ODIF"
5*72 REM t
5473 REM I BLOCK 14 .* SCEO0 - «CEFF >
3474 REM I
3475 PEM i i i i t t i t : : : i : t : : i t i : t i i t i i ■ t
5460 OATA -E8E0I4O0F52024CD"
3490 DATA "AO IFCFF00628A1CE "
5500 DATA "4CF6C0AD ) BCF85F8 ■
3310 OATA "A200BCO9CC20O2FF ■
5520 DATA "E&E00FD0F5A90D20 *
5538 OATA -O2FF20D2FFA200BD *
5540 OATA -FCCCS0D2FFE8E00e-
3530 OATA "C0F32030C6A90D28 -
5560 OATA -D2FF2067CCA5C5C9"
5570 DATA • 3FF04DC938D004A9 "
"560 DATA '8IO006C9IBD0EEA9-
5590 OATA ■098O10CF203OCBAD"
5600 DATA • I 1CFD80628D5FF4C"
5GI0 DATA '95CEA5F7A4F883FC"
5620 DATA " A94083FB203BC I A3"
3630 DATA -FD83F7A3FE83F898"
5640 DATA "85FC285BC 1A5FD18"
5650 DATA -G94083FDA3FE6300-
3668 OATA ••85FE2078CC20DDC8-
1 3792 REM i I
I 3793 PEM 1 BLOCK )5 • «CF00 - «CFFF > 1
i 3794 PEM i 1
I 5600 OATA •A90EBD20O06O21D0-
13810 DATA -A9008D360eA500BD"
'5BB0 OATA ' IOCF20D2FFE8E046"
3338 OATA "D0F34C66CF936E08 "
,5840 OATA M20454E54435228-
13350 OATA -444556494345204E "
336E OATA '4FSE202620305245-
.5870 OATA ■5353202732453433"
StM DATA "524E272E0D8O203 1 "
3090 OATA "30544 150432O3A20-
5900 OATA "383O4449334B2E0D-
5910 OATA -0020444356494345-
552© DATA -203A203F2008A900-
5530 DATA "8O65CF20CFFFC920-
5940 OATA "F0F9C90OF0038O63"
3930 DATA "CFA90D20D2FF20O2 "
5968 DATA "FF AO63CFC930900C ■
5570 DATA ■C93AP00B38E93083"
/
IE
52 18
DATA
5220
DATA
3238
OATA
DATA
5250
DATA
5260
OATA
5270
DATA
5280
DATA
t
DATA
S30fl
OATA
53)0
OATA
3320
OATA
5330
OATA
5340
DATA
3330
DATA
5360
OATA
3370
DATA
3330
DATA
5390
OATA
5400
DATA
54 18
OATA
5420
DATA
5438
DATA
5440
DATA
3438
OATA
5458
OATA
5470
DATA
547 1
REM t
-CF9D I 8CF80 I9CFA0 1
•0399 I4CFB8O8FA20"
"CFFF C 920F0F 9C90O •
-F00A39 13CFC8C003 ■
-O0EDA90O20D2FF20 ■
■02FFB9 14CFC93090 ■
-32C93AB02E3BE930-
"B5FPe930C485FC20 ■
" 5BC 1 AD 1 8CF 1 865FD "
- 3D 1 9CF AO 1 9CF63FE -
"90 1 9C F88D0O4AO 1 9 ■
-CFD008AD I8CFC930-
- 900 1 60A90 l&O 1FCF "
■68206GC8A9068O2 I "
* D0AC0E8O20O08O86 "
■02A99320O2FFA90D -
•20O2FF20D2FFA208"
* AD 1 ICFO003BOB1CC-
■D003BOAICC20D2FF-
-E8E020D0EBADI ICF"
■D0034C 1 8CE A200BO ■
■C1CC20O2FFE8E084-
•D0F5BOC 5CC20O2FF ■
■E6E014O0F52024CD-
" AD I FC FF08620A ICE"
-4CC0C0A0 1 8CF 85F 7 "
"AaH0BDC3CC20D2FF -
i i s : i t t i i r i i i i i i ■ i i
56 7C
36=10
5693
5708
3"M0
3728
S?M
37-18
sreo
57F0
3770
576C
5790
3791
DATA
DATA
OATA
OATA
OATA
OfiTft
DATA
DATA
DATA
DATA
OATA
DATA
OATA
REM
•2098C920OFC44CO0 "
"CBA30OBO04CD20D2 "
"FFE8E020D0F560A9 "
■00801 1CF4C9 ICDA3 1
■0IO0F620A8C3A98E"
■eO28O020D2FFA906-
"3D2 1 O8A90820O2FF -
-A99328O2FFA90 I 80 "
•F007A9FF8OB4C9A9-
- !88D ! 3CF202ECA20 ■
• DDC3A5C5C 90 1 D0F 4 "
-6868209BCE20ODC8 *
•204 7CB4CF5CE0000 -
I I I I 1 I I i i i i i i t I I I I i
53t-0
5990
6000
6010
?0C"f>
6030
£040
6R50
6 363
6870
6880
6090
6! 00
61 10
9999
1
OATA
OATA
OATA
OATA
CATS
OATA
OATA
OATA
OATA
OATA
OATA
DATA
DATA
DATA
OATA
•024C9CCF20AICEA2'
■3A4C0FCFA502C90I '
-O0034CA9CFC90BD0'
-E6AAA90O20D2FFZ0 '
-O2FFA92020D2FFA9 1
"0085F AA9C0B5FBA9 1
•0 ) A00320BAFFA9e4 1
• A2ODA0CF20BDFF A3 '
•FAA200A0CF20O8FF '
•A30085C8604O4O36 1
■ 3408000000000008 '
•tin
isistlllll 10000 P0KE5328 I ,0i POK E53280,0
10010
18020
10830
10040
10060
10070
10080
10090
10 inn
toil a
10148
10 150
IOI60
10170
10)80
TS>" I >■ "PROGRAM MA ME
TM<£ i ■ "AUTHOR
T«<3>--WRITTEN FOR
T* C 4 ) ■ "RELEASE DATE
I 'M.O.B MAKER -64 • ■
I JOHN MC HALE
I ' YOUR COMMODORE ' ■
: NOVEMBER 1984
PR I NT "J- I PEM ( CLP /HOME 1
F0RC-IT04
L=LEN<T*<C>>
FORO-ITOL
PP INTM1D** T»<C ) ,D, I >l
=ORTM"0TO39INEXTTM
NEKTD
PR I NT: PR I NT
NEKTC
PR INT t PR 1 NT I PR I NT " PLEASE WAIT - HEX CONVERSION WILL TAKE
PR 1 NT" S SEVERAL MOMENTS ■"
RE TUP N
DUCKWORTH
HOME COMPUTING
WILL YOU STILL LOVE ME WHEN I'M 64
Peter Gerrard
Designed lor anyone who warns to produce the best sound from the
Commodore 64, Ihis book explores fully the world of ring modulation and
envelope generation, and the powerful filtering capabilities that make the
creation of unique sounds so easy. Many sample programs are Included,
covering three-part harmony, a proper synthesiser, generating sound effects,
adding new musical keywords, musical interrupts and background tunes.
There are sections on the chip that makes it all possible, the 6581 Sound
Interface Device, and details of how to program the 64 to sound like many
different instruments. £6.95
Peter Gerrard is the author of Using the 64. and is a regular contributor to
Which Micro?. Commodore Horizons and Personal Computer News.
IMPOSSIBLE ROUTINES FOR THE COMMODORE 64
Kevin Bergin
These routines will enable you to utilise the more hidden areas of your 64.
The book contains most of the answers to the questions that give you
sleepless nights, and also provides an insight into how to approach future
problems. The topics covered include protecting a program on tape or disk,
moving Basic, scrambling programs, disabling control keys, and how tc
make a program auto-run as soon as it's loaded. There is a collection of
routines to speed up program execution using the internal routines on your
64, and many other hints and Ops such as adding commands to Basic,
downloading the Commodore character set to an Epson FX80, and producing
screen dumps, etc. Each routine includes a documented listing, along with a
general outline of the idea and a detailed look at how the program was
constructed. £6.95
Kevin Bergin is co-author of The Complete Commodore 64 Rom
Disassembly and a regular contributor to Personal Computer News.
Commodore Horizons and Personal Computer World.
Write in for a descriptive catalogue (with details of cassettes).
DUCKWORTH
The Old Piano Factory. 43 Gloucester Crescent. London NW1 7DY
Tel: 01-485 3484
transfwms thf OMCCCRE 64 into a fill
FEATURED PROFESSIONAL DATABASE SYSTEM.
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IN FILES Of UP TO 16h CHARACTERS! SUPERfjASE 64 EVEN HAS A SPREADSHEET AND
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YOUR 641 SUPPLIED ON 1541 OISK MITH EXCELLENT TUTORIAL /REFERENCE MANUAL
PLUS AUDIO LEARNING TAPE... raD ootpc £39-^5- £88.00
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/- >*»- Jr^-A *OJR PROGRAMS
Jf&tWTffW^ HILL REALLY
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c7Vlaster64
HAS EVERYTHING
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a* more... ALL FOB LX M64._?Sj
VIZAWRITE 64
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ON 01-546-7256
VIZASTAR
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EAST SCRIPT
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$ I HOII'S BASIC
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(0IS«)
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I»9r*S 189.00
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1SO=00 141.95
ISOrOO 141.95
ISSrfS 175.00
MULT I PL At (US)
PflACTICALC
practical:
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PRINTLIKK 64 ( INTERFACE)
PRICES INCLUOE 1SS VAT AND ARE
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ware
VlZAKRIIE 64 IS A HIGH- PERFORMANCE!
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OF THE 64'S COLOUR. GRAPHICS AND MEMORY FEATURES... AND SUPPORTS VIRTUALLY
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nZJMUTE IS THE ULTIMATE PERSONAL COMPUTER WOPO PROCESSOR! AVAILABLE ON
CARTRIDGE <«&2_I3>. DISK it&tt E6B ) OR WITH VIIASpCLL <£»£2_J&>
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19.95
129. 9S
LAKESIDE HOUSE. KINGSTON HILL. SURREY. KT2 7QT. TEL 01-546-7256
COMMODORE 64
FAST LOADERS TAPE TO DISK
R. B. S.
(RAPID BACKUP SYSTEM)
A NEW GENERATION conversion utilily. developed from the
acclaimed Hypersave-64, R.B.S converts virtually all your long
loading cassette programs to TURBO-LOAD, taster than the CBM
disk drive. Multi-part and autorun programs are handled with ease
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HYPERSAVE - 64
Retaining the flexibility which the Programmer demands. Hyper-
save leaves you in control 8 additional Basic commands. Save,
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Autorun facility Hypersave also allows a small number ot fast
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BACKUP - DELUXE
The most powerful security backup utility on the market, an
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DISKUS l
introducing the new market leader This is the simplest to use and
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'Automatic filename handling. 'Efficient use of Disk space, * No
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DOSOFT
2 Oakmoor Avenue, Blackpool FY2 0EE.
If you've got any useful
give Your fellow
With reference to Concorde II (volume 1,
issue 1), to make the program respond
correctly to the LEFT and RIGHT, PORT
and STARBOARD movement of the
joystick in Port 2, the following lines
should surely he:
80 IF(AAAND8)ANDTT=2
81 IF(AAAND4)ANDTT=2
82 IF(AAAND8)ANDTT=3
83 IF(AAAND4JANDTT=1
Despite this, it really is a super program.
John Wilkes
Dursley
Two years ago, the Computer Press were
telling us all how good the VIC 20 was with
its excellent graphics and sound
capabilities. Now, with a few exceptions,
there is absolute silence from the press -
so, what has changed? The answer is
nothing: the VIC is still the same excellent
micro, offering even better value now
with a reduced price.
What will really "kill off" the VIC is if
new, and established, owners can no
longer find programs, hints and articles
for it. Apart from continuing to print
articles like 'VIC Games Programming'
and games, perhaps Your Commodore
could apply subtle pressure to
manufacturers. For example, if an item or
program is sent in for review. Your
Commodore could ask if it is suitable or
available for the VIC.
Perhaps a VIC 'special' could be
planned, asking software houses to send
details of VIC programs for inclusion in a
mammoth listing.
By reminding manufacturers and
dealers that a large number of Your
Commodore readers have VICs, all eager
to part with their money for quality
programs, you would be helping to keep
the VIC a worthwhile proposition.
So, keep up the good work with Your
Commodore but make it even better by
keeping the VIC alive and thriving.
Bob Black
London
I want to interface an Epson FXBO Printer
to my 64. 1 should like the Epson to behave
exactly like a Commodore printer and the
interface to be 'user transparent'. I had
considered the 'Interpod' but note that it
hasn't got a Centronics interface. Is there
any disadvantage in the optional RS-232C
interface available on the Epson?
Hugh Hennessy
Co. Antrim
OUTPUT
No matter which interface you use for
your FX80 Printer, it will never be totally
compatible with a Commodore Printer.
This is because all Commodore
equipment (for reasons best known to
themselves) use their own code for
storing characters, and not ASCII which
most other peripherals (including the
FX80) use. For example the 64 stores the
letter 'A' as 65 but the ASCII for 'A' is 97.
This means that if you require upper and
lower case letters to work correctly all
characters sent to the printer will have
to be converted to ASCII.
This can be very time consuming but
some interfaces do this conversion for
you and are well worth the extra cost
However no non-Commodore printer
will be able to print the comprehensive
range of graphics characters included in
the 64*s character set
As for the choice between Centronics
or RS232 interfaces, it really is swings and
roundabouts. Centronic interfaces
require more wires, while RS232
interfaces- require setting up of Baud
Rates, paraty, stop bits etc. However the
The Commodore recorder specifies that
tapes of less than 30 minutes must be used
(I assume this is 15 minutes each side). The
majority of tapes available are either 70
minutes or 75 minutes long.
Which do I choose for general use? It
would also help if programs printed in
your magazine gave some idea of the
length of tape required.
R. Marks
Gloucestershire
OUTPUT
For most programs that are printed in
magazines a C12 will be more than
sufficient You will only need a longer
tape if you are writing a very long program
or one using a large amount of text.
/ am learning machine code and am
having problems in getting the random
function to work. Please could you help
me as I can't find the answer in any books
or magazines.
W. Laing
Lanarkshire
OUTPUT
The random number used by basic is
stored in locations 8B — 8F inclusive. To
generate the next random number simply
call the routine at SE097.
When using machine code to perform
arithmetical calculations, having obtained
a numerical answer to a series of
additions, how do you print out the
answer to screen or printer? To take the
simplest case, supposing the answer is
ttiEFF(=255), which is held in the
accumulator, and the next instruction is
the 'output' instruction, jSR%FFD2, the
Letters
machine will print the ASCII version of
255 which is the symbol ' '. But how can I
get the machine to print the actual
number - i.e. 255. / understand how to do
it if the arithmetic is in Binary Coded
Decimal or if I store the result in an
address, revert to BASIC and use a 'PRINT
PEEK (HIGH BYTE) 256 PEEK (LOW BYTE)
instruction; but how do I do H directly?
M.W. Peters
Dorset
OUTPUT
Most numbers thai you will want lo print
out will be 16 bit. So here is a routine that
will print out a number passed to it in the
accumulator and the X register (A=LO
BYTE,X= HIGH 8YTE). For 8 bit numbers
just set X=0 before calling it
e.g. To print a number stored in point
LDA Point
LDX Point * 1
JSR STR
To print 255
LDA # SFF
LDX n $00
JSR STR
or
With the demise of the VIC 20 there may
be a number of your readers who are
considering the 64 as a replacement. Let
me sound a note of caution. My original
configuration was the VIC 20, 1515 Printer,
Datasette and 1540 Disc Drive. On enquiry
from the supplier I was assured they were
all compatible with the 64. The supplier
gave me a weird 'Open' command to use
with the Disc Drive which was confirmed
by CBM Corby. Needless to say it did not
work. Further enquiry to CBM gave me a
couple of 'Pokes'. This appeared to work
until I attempted loading a database
program. Yet another enquiry gave me
the information that the 'Pokes' would
not work if there were any 'Loads' '/'Saves'
in the program and the only way to ensure
success was to change a chip in the 1540. 1
loaded the 64 magazine tape from the
Datasette and got a 60% 'Load Error'
response. A friend loaned me his C2N and
everything was perfect. This means I've
spent £22.42 for a chip and £39.95 for a
C2N. So, when a supplier tells you that the
peripherals are 64 compatible - they're
not.
C.K.R. Harris
Fareham
I am considering the purchase of a colour
monitor and have not been very
impressed with the Commodore 1701
when compared with, say, a BBC'B' with a
Microvitec CUB. Is this a feature of the
Composite Video standard when
compared with RGB, or have I just seen
bad examples?
Is there any harm in opting for one of
the combined TV/Monitors that are
coming onto the market? I have only seen
one in the flesh and it was being run as a
TV; it appeared to have a single BNC input
for the video signal with a single PHONO
connector for the sound (this was a
FISHER 1401). I have also seen advertised
the SAISHO CM20R, FERGUSON
TXMC10 and the FIDELITY CTM1400.
These seem to need a more
comprehensive set of inputs - which is
what I would expect.
If the results are comparable with the
1701, then I would gladly pay the extra £50
or so on the discount price to acquire a
second TV.
Please could you advise me.
R.J.K. Murphy
West Lothian
OUTPUT
As you suspect the drop in quality
between the BBC you saw running and
the 64 with the 1701, is due to the use of
the composite video link. This is because
with composite video, the three primary
colour signals generated in the 64 have to
be combined into one, and subsequently
decoded by the monitor. It's the process
of encoding and decoding the video
information that results in the quality
drop. The picture obtained from any of
the monitors you mention will certainly
give as good an image as the 1701.
However, for only a slight drop in contrast
any good small screen television, if
correctly tuned, will give a comparable
picture. This does rely on the tuning of the
RF converter in the Commodore
machines remaining stable which was not
the case in early machines where the
tuning tended to wander.
If you can afford the difference the
combined TV/Monitors are your best bet.
A bonus point being that they provide a
compatible RF input for any micro.
/ have compiled several programs for
musical tunes but only using one voice.
Could you please tell me how two or
three voices are programmed.
Also, although I can move a balloon
sprite back and forth across the screen,
followed by scrolling an aeroplane up and
down, I cannot write a program enabling
both to move on the screen at the same
time and would appreciate your
guidance.
f.S. Thomas
Torquay
OUTPUT
To program the other two voices on your
64 all you need to do is repeat the code for
programming the first voice and add 7 to
all the poke locations except that for
volume. For example, to set the frequency
of voice 1 the line might be:
POKE 54272, 100: POKE 54273, 10
To set voice 2 use
POKE 54279, 100: POKE 54280, 10
Be careful to trigger all three voices as
closely together as possible otherwise the
chords will become staggered.
To move more than one sprite at a
time, include the pokes for moving both
sprites within the same loop. For example,
to move sprite 1 across the screen chased
by sprite 2 use
For I 10 to 200: Poke 5325a 1*40: Poke
53252, I: next
E
OUTPUT
IE
You do not have to accept
this mission but if you decide
to there are some fantastic
games to be won.
"Destroy him my robots!"
These chilling words may be the last you'll
ever hear. They are spoken by the evil
Elvin Atombender as you search his
underground stronghold for the clues
which will enable you to foil his plan to
destroy the world. Lined up against you
are his deadly robot guards. Your only
weapon is your pocket computer with
which you can store and analyse the
information you collect.
If you decide to accept this mission
you will need a copy of Impossible
Mission from CBS Software. Your
Commodore, always ready to help in the
fight to save the world, has come to the
rescue. We are offering ten lucky (?)
people the chance to meet the evil Elvin.
Perhaps you'll be the one to defy his
threats, to overcome his robots, to find his
hidden password and to rid the world of
his wickedness. Or more likely, you'll just
plunge to your death with a blood-
curdling scream. Either way you
experience a game with brilliant graphics,
stunning sound effects, realistic speech
and a fiendishly difficult plot.
The rewards
Of course, that's not all. The first prize
winner will receive not only a copy o'f
Impossible Mission but the complete CBS
Software launch range. That's eight great
titles in all.
There are two second prizes of
Impossible Mission plus three other titles,
two third prizes of Impossible Mission
plus two other titles and four fourth prizes
of Impossible Mission plus one other title.
That's a lot of software but we haven't
finished yet. There are fifty (yes, fifty)
runners-up prizes to be won. They will a
receive one of the top titles listed
opposite.
How lo enter
To complete the mission we have set you
is not a( all impossible. However, you do
have to find a password which will be a
combination of the five letters by the
robot pictures. To find the password, take
a look at the five pictures and then match
each robot to the film in which you think
it appeared. For example, if you think that
Robot C was in Star Wars, then C is the first
right.
Fill in your password, name and
address onto the entry coupon and send it
to Impossible Mission Competition, Your
Commodore, 1 Golden Square, London
W1R 3AB. The closing date for the
competition is last post on Friday March
29, 1985.
Please write your password onto the
back of the envelope in which you send
your entry otherwise we will not be able
to accept it.
You may enter as many times as you
wish, but each entry must be on an official
coupon - not a copy - and sealed in a
separate envelope. Please write clearly on
the coupon as it will be used as a label if
you win a prize.
Competition
The Rules
Entries will not be accepted from
employees of Argus Specialist
Publications Ltd, their printers and
distributors, and CBS Software. This
restriction also applies to employees'
families and agents of the companies.
No correspondence will be entered
into with regard to the competition
results and it is a condition of entry that
the editor's decision is final.
The How to Enter section forms part of
the rules.
Great games up for grabs
WINNER TAKES ALL
The complete CBS Software range.
Impossible Mission
Destroy Elvin before his robots destroy you.
Breakdance
Try the latest dancing craze without breaking your neck.
Pit Stop
The right formula for fast action in the driving seat of racing car plus all the
excitement of the pits.
Gateway to the Temple of Apshai
A classic adventure with priceless treasures (a good thing) and hungry
monsters (which aren't)
Silicon Warrior
You are a Silicon Warrior in a 3D Power Grid. The action becomes faster as you
try to program the chips in your grid.
Jumpman
Thirty different arcade games all with great graphics, colour sound, lump for
joy.
Dragonriders of Pern
An action/strategy game which blends battle music and breathtaking
graphics.
Lunar Outpost
The world is threatened yet again, this time from outer space. Your job is to
defend it from the last lunar outpost.
Impossible Mission Competition
I wish to be considered for this impossible mission, though I understand that
it's really rather easy and my life certainly will not be endangered. I also realise
that my copy of Your Commodore will not self-destruct in 30 seconds.
Name .TTi .-. .
Address 73r.\ . . . &«faffi£$0 i . .
^^4fes,S^, ....... fTHfr^l?^?**?^
^*3f....^^r£tf?.6£ Postcode
My password letters are ^£r."3?. £k
Please tick whether you would prefer disc □ or cassette tf^
Remember - put your password letters on the back of the envelope or your
entry is invalid.
E
Computer Centres
48 (unction Road, Archway, London N19 5RD
01-263 9493/5
238 Muswell Hill Broadway, London N10 3SH
01-883 3705
Maintenance, Service, Support, Training
all from your No. 1 Commodore centre
cV
Professional System
Commodore 64 computer
1541 disk drive
MPS801 dot matrix printer
FREE SOFTWARE
Easyscript (word processor]
Ensyfile (database)
Intro to basic part 1
FREE MEDIA
Box of 10 disks
Box of paper
£599.00
^^^^^^^^^^^^^^^^^^^^^^^^^^
~(tonwn«ftBrre t&0—
Commodore 64 computer. 195.95
SX64 portable computer.. 795.00
1530/1 cassette unit 39.10
Super Saver cassette unit.. 29.95
1541/2 disk drive 195.95
1520 printer/plotter 99.99
MPS801 dot matrix
printer 195.95
MPS802 dot matrix
printer 295.95
MCS801 colour printer.... 399.99
DPS1101 daisy wheel 399.99
1701/2 colour monitor 195.95
ZSOcard 50.00
Commodore joystick 6.90
Quickshot II joystick 10.50
Commodore paddles 13.50
Microguide 5.95
Plinth for 64 system 24.95
Superbox 64 (inc. IEEE) 94.95
Vic switch 97.75
DAM's IEEE interface 69.95
Surge protector plug 12.95
CBM64 to Centronics int 68.95
CBM64 to Epson interface. 61.95
Starter Pack
Commodore 64 computer
Cassette unit
Intro to basic part 1
Quickshot II joystick
Game of our choice
£255.00
Commodore 1701 195.95
Microvitec 1431AP 258.95
Phillip's 12in. green 79.35
64-Phillips cable 6.00
Monitor plinth (system).... 24,95
RX80T 241.50
RX80F/T 274.85
RX100 442.75
FX80 399.95
FX100 557.75
DX100 471.50
LQ1500 1092.50
Juki 6100 399.95
Daisystep 2000 263.35
Ibico LTR-1 228.85
64-centronics 19.95
Software for above.... 7.95
AH products are guaranteed for
one year unless otherwise
stated. Payment may bo made by
Access. Barclaycard. Bankers
draft. Building Society cheque,
cash or postal order. Sorry,
cheques need five days for
clearance. We reserve the right
to change prices without prior
notice. All prices are inclusive
of VAT. Please check before
ordering for carriage charges.
IHSk
flASS
Summer
Games 14.95 17.95
Jot Set Willy 7.95
Zaxxon 9.95
Spitfire Ace 9.95
Superbase
Fori
Apocalypse.. 9.95
Bruce Lee 14.95
Solo Flight 14.95
Beachhead 9.95
Havoc 9.95
Ca« a c^sstflii? Disk = Diskette R a Rom
12.95
88.00
14.95
14.95
14.95
12.95
CASS
Flifiht Simulator II 42.95
Boulder Dash „....B.95
International Soccer.. 4.90
Battle for Midway 9.95
Ghost Busters 9.99
Daly Thompson's Dec. 7.90
Decathlon 9.99
Pitfall II 9.99
Fire Quest 9.95
High Noon 7.90
Diskettes
Dials by Vpibnlim
SS/DD40Tr. 17.95 SS/DD80TT. 24.75
DS/DD 40Tr. 28.92 DS/DD 80Tr. 32.75
Lockoble disk storage boxes 40/80 16.50/25.25
Disks aresupplMxi In huieaul 10
Computer listing paper
11 x8.5 13.80 11 x9.5 12.65 11 x 15.15/16 15.52
Paper Is supplied In boxes o( 2000 aborts.
Printer ribbons
MPS801 6.99 RX80/FXBO 5.00 Daisystep 5.50
MPS802 7.99 1515/1525 6.25 Juki 1.85
We also supply a MM at dust rovers. daisy wheels nnd other ribbons
Hardware Review
IF YOU HAVE HAD YOUR HEAD
under a pillow for ihe last few months you
may have missed all advertising and
reviews on this type of device. Basically it
is a tape storage device, rather like a
standard cassette. However, this is much
faster than a standard tape. The small
cartridge, which is about the size of a
box of matches, fits into a drive about
one sixth of the size of a standard 1541.
The whole thing then fits into the cassette
port of your 64 (note not an SX-64 add-
on). It is claimed that, due to the speed the
flimsy looking tape runs at, 120K of data
could be accessed in about 43 seconds.
Sounds impressive but what was it like to
use?
Once it is plugged in you initially have
to load its operating system. Why does
everybody use COOO to CFFF ? This is where
the operating system reposes and so does
my software printer interface and many
other useful bits and pieces. Turn it all off
and start again. Right!
Nothing there
A separate tape was supplied with the
drive. This claimed to contain games but,
when I took a directory of the tape, I
could only find something called script,
which would not do anything except hang
the whole thing up. This may have been
due to somebody unconnected with
Entrepo wiping whatever was on there to
start.
There is a built in program which
displays a menu on the screen enabling
you to format, wipe, clean, copy wafer to
wafer, wafer to tape, disc to wafer and so
on as well as getting a directory of the
tape. It is very slow. About 40 seconds
seems to be the average time. It is a fair
comment that as this is a tape it is not bad
but I did find myself comparingthings toa
disc drive and even the dreaded 1541 is
not as laboured as that.
Slow load
Regarding program loading times, it is
very much between tape and disc. It is
definitely faster than a standard tape and
noticeably slower than a disc. But I did a
few time tests and it turned out that in
some cases standard tape games using
turbo load were finished while the
Entrepo was still whirring away. The
manual is pretty good and explains how to
open, close, read, and write to files etc.
and explains fairly well its own error
messages. In use it is much the same as
cassette as all filing is sequential and is
something you will find easy to use quite
fast. The tapes themselves are resistant to
most legal forms of abuse except for
ovens, baths, and steamrollers as the
tape part is covered bv a sliding lid which
protects them from all but the most
persistent pokers, and this may be where
they score.
Mix and match
It is possible to use two of the units
together on one waferdrive and
cassette. Because of power supply
limitations that is all. Of course you can
still use your disc drives as well.
The tapes are available in 5 lengths.
These different lengths have different
capacities and so with a shorter tape there
is less searching for the drive to do
resulting in faster loading etc. The tapes
are as follows.
Print # , (all relate to reading and writing
to files), Load, Save, and verify. At first
glance it may appear that a scratch
command is missing but if you think about
it for a while you will realise that due to
the nature of the file a scratch command
would be difficult to implement.
To initially use a tape it must first be
formatted as for a disc. This is done by
using the built in utility program as
mentioned before.
Copy all
The copy routines provided make
transferring files fairly easy. However, I
found it to be unreliable. Also you had to
specify whether a file to be copied was a
program or sequential file. That is easy if
you are copying from a disc but not so
easy if you are copying an unknown piece
of software from tape.
TAPE LEN ft
10
20
35
50
CAPACITY (max)
15K
35K
65K
96K
120K
AV. Aces Time (in
seconds)
8
15
25
34
There are times as supplied by Entrepo. As
more files are used so the capacity
becomes less.
More commands
There are two types of file available —
program and sequential. A maximum of
255 files of mixed type can go on each
tape.
The following commands are relevant
to Entrepo use:Open, Close, Get, lnput,#,
What it's all about
A Wafer drive sounds like something to
eat but appears to be no more than a tape
loop smaller than a standard cassette.
Personally there are not enough
advantages for me to want one. I feel they
may find their niche in computer circles
but, and I may be wrong, I do not think
they will catch on.
3
Submissions
YOUR BEST INDEPENDENT COMMODORE MAGAZINE
SO YOU OWN
MMODORE?
SO YOU'VE WRITTEN SOME PROGRAMS?
Your Commodore is always on the lookout for new
material for publication and we know that there are
thousands of intelligent, literate, innovative and
creative Commodore owners out there, so why don't
we get together?
If you have written an exhilirating game or an
invaluable utility on your Commodore micro, share
your talents with us and our readers by submitting
your efforts and the form to the address below. AH
articles should be documented and type-written and
should be accompanied by a printout of the program
as well as a copy of the program on cassette or disc. All
material shou'
publication, it will be returned to you.
You may not have written any software yourself,
but you have very firm opinions about the world of
Commodore and all tneir attendant industries
and products. Then put your opinions on paper and
post them to us, again at the address below — you
never know, you might even get paid for airing your
views! All submissions should be sent to:
The Editor
Your Commodore
Argus Specialist Publications Limited
No 1 Golden Square
L.
♦ PLEASE COMPLETE IN BLOCK CAPITALS
Your Name
Program Name
Computer/memory size it runs on
Amount of memory program occupies
Other computers/memory size which your program
runs on without conversion or use
Does your game need or use joysticks?
Yes
No
Have you sent your game to another magazine
Yes
No
Is it original/or a variation on a theme?
Your Address
Telephone Number
Times to contact you
THE 64 SOFTWARE CENTRE
I Princeton Street, London WC1
0 1 -430 0954
Business software pricelist — prices include VAT
d — disk c ~ cassette r — cartridge
Accounting systems (Office use}
Anogrom Systems — Sales Ledger d £75.00
Anogram Systems — Purchase/Nominal Ledger d £75.00
Anogiom Systems - Cashbook d £75.00
Gemini - Coshbook (with nominal analysis) d £64.95
Gemini — Cashbook (with nominal analysis) c £59.95
Gemini - Final Accounts d £64.95
Gemini - Final Accounts c £59.95
Gemini - Cashbook/VAT/Final Accounts c £89.95
Romtop - Accounts Package d or c £75.00
Mierosimplex - Cashbook d £172.50
Stodo - Payroll 64 d £34.95
Dell — Invoice generator d £14.95
Stock Control systems
P'octicorp — Inventory 64 d £29.95
Gemini - Stock Control d £29.95
Gemini — Stock Control c £24.95
Anagram — Stock Control d £75.00
Budgeting/Forecasting systems
Adomsoft — Budgeleer c £8.95
Home applications
Commodore - Magic Desk c £57.50
Gemini - Home Accounts c £19.95
Gemini - Home Accounts d £24.95
Fitldmasler — Home Accounts d or c £19.95
Adomsoft - Checkbook Manager d £14.95
Database Filing Systems
Saxon - Figaro 64 d £86.25
Hondic - Diary 64 r £29.95
Fieldmaster - Mail Label d £39.95
Proline - Mailpro 64 d £79.35
Audiogenic — Magpie r+d £75.00
Bl- The Consultant d £125.00
Practicorp- Ptactifile 64 *6 £44.50
Precision - Superbose 64 d £89.95
Simply File d £69.00
Gemini — Database d £24.95
Gemini — Database c £19.95
Gemini - Moilist d £24.95
Gemini — Mailist c £19.95
F«ldmaster - Record Card d or c £19.95
Feldmaster - Mail Label d or c £19.95
Del - Superfile d £14.95
Spreadsheets
Hesware - Multiplan 64 d £104.95
Hondic - Easy Colcresult r £49.95
Hondic - Advanced Colcresult r+d £90.00
ftoctkorp - Practicalc 64 d £44.50
Proctkorp - Practicalc 64 c £39.95
Swpersoft — Busicalc 1 d or c £17.95
Supersoft — Busicalc 3 d £81.65
Fieldmaster - Worksheet df or c £19.95
Statistics
Handic - Slot 64 r £29.95
Word Processors
U- Paperclip 64 d £98.90
Smple - Simply Write d £46.00
Vao - Vizawrite 64 d £79.95
Vuo— Vizawrite 64 r £89.95
Vaa - Vizawrite + Vizaspell d £99.95
Hesware — Heswriter r £39.95
1 eldmaster — Pagewriter d or c £29.95
Utilities
Adam soft
Adam soft
Adamsofl
Adamsofl
Adomsoft
Adamsofi — (
Adomsoft - C
Adamsofl - S
Adomsoft — C
Adomsoft — 2
Audiogenic M
Sprite Aid
Quickchart
Screen Graphics
Ullrabasic
Ultrobasic
Hondic - Forth 64.
Fieldmaster — Poster Printer .
Commodore — Simons Basic
Kuma — BC Basic
Commodore — Pilot
Hesware — Forth 64
Practicorp — 64 Doctor ..
Supersoft — Viclree
Jclpack compiler
Koalapad touch tablet .
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£14.95
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£19.95
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£57.50
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£19.95
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£71.30
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£56.35
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£59.80
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£14.95
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£39.95
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£14.95
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£89.95
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£14.95
GAMES, ADVENNTURES, SIMULATIONS
A wide range on disk, cassette, cartridge. (American and domestic)-
including Wor and Flight Simulations.
ALL IN STOCK NOW - Callers welcome
(10am-6pm incl Saturdays)
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........................
.....................................
Date Signature
BUSINESS
GEMINI HAVE BEEN IN THE SOFTWARE
market for quite a while now. Most of
their software seemed to start life on the
BBC machine but is slowly being
converted for use on others.
The first package I looked at in their
serious software range was Home
Accounts. This is intended to help you
with your home budget. Personally I
would have little use for a program of this
type and feel that it is just one of those
programs which you buy to show the
spouse that computers can be used for
serious applications! My wife wouldn't be
fooled for a minute.
A program of this type requires
discipline. Like a business program, if you
do not keep it up to date you can find
yourself in an awful mess.
After loading the program, either from
tape or disc, you are asked if you have a
file to load. Gemini thoughtfully provide
some demonstration data in order to help
you find your way around. You then have
to say whether the data is on tape or disc.
This is my first gripe. I feel that with this
type of software, once is enough —
whenever you save or load data you are
asked the same question again. It would
be nice if this information was saved after
your first input. This does become
annoying after a lot of use.
Looking through the manual I came
across something I found hard to believe.
Gemini warn you that Commodore's
dreaded garbage collect routine may
'temporarily suspend program execution
for up to two minutes' (their words not
mine). What, thought II Have they not
even bothered to do something about it?
Apparently not. According to Gemini this
is unavoidable. It's not, and for a small fee
I would show them how to avoid it.
Options
The main menu presents you with a
comprehensive list of options. You are
able to input the data which you feel you
would spend on household items such as
mortgage, insurance, rates, and so on.
Another option then allows you to put in
the actual figures as time goes by. You are
able to put in bank standing orders, loans,
and so on which build up into a set of
figures which can be displayed on screen
" as a bar chart or printed out. The figures
can be either one set of data only e.g.
mortgage, or your whole budget. I must
say that a bar chart is easier to digest and
compare than simply a list of comparative
BUSINESS
figures.
The budget items that are provided
seem to cover most things but you can
change your headings if the need arises.
All the things which you need to perform
household accounts are there. It is as
good as any of the other home account
packages that I have seen although I feel
there are a couple of areas in which it
could be improved.
Stock control
The next Gemini program that was
loaded into the 64 was their Stock Control
program. This is the same in principle to
earlier versions that I have seen, but
seems to have been more effectively
programmed. The whole thing is more
professional and small bits and pieces
such as a non-standard cursor flash give it
a 'nice to use feel'. I enjoyed using this
although I feel there are a couple of small
things missing.
The one thing it does not offer is cap-
acity. Apparently, there is a limit of 235
records per file. Of course it is possible to
i have more than one file but I feel that
would make management fairly difficult.
Some business users may find this
adequate but even for my humble
business, 235 cards are not sufficient.
Adding records is easy and most things
are so simple it is almost possible to use
without reading the manual although that
s bad practice. To exit options it is usually
I necessary to press the 'home' key. That is
alright in itself but it seems to differ from
Gemini to Gemini program. A little
consistency would help here.
If you just want to browse through the
I stock records you can and if you are
I looking for a specific record, there is
I either a search by stock number or search
| by datafield. This performed adequately
but tended to be a little on the slow side.
Records can be sorted on any of the
fields as long as there are at least 3 records.
Reports
One of the reports on the stock file that
can be printed is a financial summary. This
will break down a specified block of stock
and show total costs of stock, retail value
of stock, and the overall profit margin as
well as the cost of bringing all
understocked items up to minimum
levels. Another, the stock summary, will
again show the details from a specified
block and either display or print parts of
the selected records. It is also possible to
get hardcopy of complete stock cards.
Printing
The whole program is orientated towards
printing out on a Commodore printer
but, if you have another type driven by a
software interface, Gemini do at least
suggest where it is possible to locate it (in
memory fool). When printing out Gemini
also show you how to customise the
program in order to get your printer to
print pound signs instead of a hash and
how to print in upper as opposed to lower
case. Thoughtful little pieces like this
make the program much friendlier to use.
Omissions
The one thing I would like to have seen
was an easier way to enter sold stock. As it
stands you need to use the standard
amend routine and this is a little long
winded. Another thing which would have
made it 'more useful in the field' would be
a report of daily sales.
On the whole it is a considerable
improvement on some of the Gemini
programs I have seen but it is not one I
would choose to use myself.
The Gemini Database is again
rehashed from another machine but is,
like the stock control, a considerable
improvement on their earlier programs.
It is a stand alone database, by which I
mean it is not programmable — but then
for its price that is not unreasonable.
Once the program has loaded, the first
thing you need to do, if you are not
loading a previous set of records, is to
format your record card. This is chosen
from the main menu and is simple to do.
The documentation is clear and
precise and there is good use of keys. For
instance to change screen colours they
have chosen to use the function keys.
When your file loads next time the 64 will
default to the colours you have chosen.
Each field you define can be up to 78
characters in length and you can have up
lo 20 fields per card. The number and size
of the fields determines the total capacity
of your file. Again, as with the other
Gemini programs, sequential filing has
been used and this tends to limit the total
capacity of the file.
Getting filled in
Once you have finished formatting the
card you can start to fill in. This is easy and,
so as not to make your 64 throw a wobbly,
Gemini have disabled certain keys which
can produce the dreaded 'Extra ignored'
error message which most people have
reason to curse at times. Once you have
some data in you can start to use it.
Every Gemini program seems to have
its saviour and this one is no exception.
The calculate feature in this one is the one
that I find very useful. You can perform
many calculations on any numeric field
which can allow you to find such gems of
knowledge as 'the total age of all your
friends'. Seriously though it is a powerful
function and one which I think many
people may find useful.
Poking about
The search feature on this database is nice
and works very well. Using things such as
><= and so on it is possible to find records
which match a pretty wide set of data. The
display at the top of the screen will show
you how many records it has found
Home Accounts
matching the conditions you have
chosen.
Sort it and save it
A powerful sort option is provided which
will allow you to sort on any field whether
numeric or string and does offer case
discrimination. It's a shame that the case
discrimination was not present in the
stock control.
As well as the expected load and save
option there is also an append. This will
allow you (memory permitting) to add
another file onto the one currently in
RAM. It does not matter if the card format
is different but the format currently in
memory takes precedence and the
appended file fits itself into the presiding
format. I found this very useful.
Printing out
Once again the report facilities are good.
They can either go to the screen or printer
and you can be specific as to which fields
are output. You can also customise the
program in order to get the best printout
possible.
As with the stock program, the manual
is full of tips on how to get your printer
functioning properly and, on this one, an
area of memory has been set aside
specifically for a software interface. This is
of t; ware reviews
500 bytes and is a 37579 to 37079.
This is a useful database and for the
price is good value. It is a new version of
an older program which was a total bodge
up. I am glad to see it has been re-written
and re-written effectively. Gemini seem
to be getting better as time goes on.
The Gemini mail list is in effect very
similar to the database program, except
you use preformatted records. Certain
functions such as calc are not required on
this type of program and are indeed
absent.
Search by key
Basically it is a name and address book
which is used for printing out labels.
Names and addresses are entered on a set
form which as an extra, has a field called
search key. This searchkey field allows you
lo input up to 10 character in order to
designate points of note regarding this
particular card.
For instance, if the file was of business
contacts, key letter one could be a 'c' —
this would indicate a computer dealer, E
would indicate an electrical dealer and so
on. As I have said 10 spaces are available so
space 1= type, space 2= good/bad payer,
space 3 whether local or not and so on.
These characters are entirely left to your
choice and do make for a very useful
way of printing selective lists.
Labels
You can format your label easily and
specify which fields you want printed.
Also, you can print customer lists,
telephone lists and so on purely by
specifying the field to be output.
Early one
The programming on this is not up to the
standard of stock control and database
and I suspect that it may be an early
version. I do hope that, like the database,
it will be re-written as it has a lot of
potential and could be a very useful aid to
anybody who has a small business as well
as to home users. Comments regarding
capacity are the same as with the previous
programs.
Gemini software
When I first came across Gemini
software it was a disaster. Ideas were good
but everything was let down by abysmal
programming and poorly thought out
design. It looks as if they are coming on
leaps and bounds as their later offerings
are well worth a look. If Gemini can
update some of their earlier programs I
am sure they will find more people buying
their reasonably priced stand alone
modules.
E
82
To AND or lo OR, this
is one of the
questions posed
A.P. and
Stephenson in their
examination of logical
operations.
THE WORD 'LOGIC IS USED
in a variety of ways. It is
normally used, in a loose sense,
to indicate clarity of thought,
particularly the means by
which conclusions are drawn
by careful analysis of facts. The
art of 'correct' thinking was
pioneered by Aristotle who
founded a school of thought
which subsequently became
known as Aristotlean Logic. It
was ponderous in form and,
because it was based on
common language, was of little
practical use apart from the
intellectual prestige which its
devotees attracted.
It was left to the 19th
century Irish schoolmaster,
George Boole, to sort things
out. He extracted the
important ideas of Aristotle
from the mass of semantic
nonsense which had grown
round them. In effect, he
changed logic from an art into a
respected branch of pure
mathematics when he
published a relatively small
book entitled, 'An Investi-
gation into the Laws of
Thought'.
Although Boole's ideas
made little impact at the time,
Claude Shannon (a pioneer of
Information Theory) and later
John Von Neuman (the father
of the modern digital
computer) realising its value in
the analysis of complex
switching circuitry, made
valuable contributions to the
subject, including the
introduction of a new, and
easier to understand, set of
symbols.
Logic, as far as we are
concerned here, is really the
study of the various switching
actions which take place within
silicon chips and how such
actions can be simulated by
software. We should remember
that even a microprocessor
itself is little more than a
complex arrangement of
switches or, as they are more
rightly called, logic gates.
Logic gates
Those whose interests extend
to both hardware and software
will probably agree with the
following simple definition:
A logic gate has one output and
one or more inputs. The logic
state of the output depends on
the logic states applied to the
inputs.
By the term 'logic state' we
mean a T or a '0'. Although
most readers may not be too
interested in the electrical
details, it is worth mentioning
that, as far as the 6510A is
concerned.
A voltage around 3 to 5 volts is
recognised as 'logic V
A voltage lower than about one
volt is recognised as 'logic 0'.
There are several types of
logic gate but only the
following three are of
particular interest to the
machine code programmer:
The AND gate
Output is at logic 1 only if all
inputs are at logic 0.
The INCLUSIVE-OR gate
Output is at logic 1 if at least
one of the inputs is at logic 1.
The EXCLU5IVE-OR gate
Output is at logic 1 only if the
two inputs have different
states.
The accepted symbols for these
gates are shown in Figure 6.1
There are three instructions
in the 6510A which simulate
gate action. The mnemonics
codes and addressing modes
available follow:
INCLUSIVE OR
figure 6.1
EXCLUSIVE-OR
THE AND instruction
Assembler
Hex code
AND » Sxx
29 xx
AND Sxx
25 xx
AND Sxxxx
2D xx xx
AND Sxx.X
35 xx
AND SxxxjOC
3D xx xx
AND $xxxx,Y
39 xx xx
AND ${xx,X>
21 xx
ANDS(xx),Y
31 xx
The ORA instruction
Assembler
Hex code
ORA * S8xx
09 xx
ORA Sxx
05 xx
ORA Sxxxx
OD xx xx
ORA Sxx.X
15 xx
ORA Sxxxx.X
ID xx xx
ORA Sxxxx.Y
19 xx xx
ORA S(xx,X)
01 xx
ORA S(xx).Y
11 XX
The EOR instruction
Assembler
Hex code
EOR * $xx
49 xx
EOR Sxx
45 xx
EOR Sxxxx
4D xx xx
EOR Sxx.X
55 xx
EOR Sxxxx.X
5D xx xx
EOR Sxxxx,Y
59 xx xx
EOR $(xx,X)
41 xx
EOR S(xx).Y
51 xx
What use are they?
It is all very comforting to know
that these logical instructions
are available but the most
obvious question readers will
ask is — what use are they?
Well, there will be times,
particularly if interests extend
to the control or peripheral
gadgets, when you may need to
opertate on particular bits
within a byte rather than on the
entire byte. For example, we
may wish to ensure that bit 3 in
the byte is set to 1 without
altering the remaining bits. As
another example, we may wish
to clear bits 3, 5 and 7 but set bit
2. These operations fall into
one of three main categories:
(a) Clearing selected bits in a
byte to '0' without disturbing
the other bits. The AND
instruction is involved.
(b) Setting selected bits in a
byte to T without affecting the
other bits. The ORA instruction
is involved.
(c) Changing selected bits in a
byte from their present to their
opposite state without
affecting the other bits. The
EOR Instruction is involved.
Programming
The mask pattern
Knowing which instruction to
use, out of the three
possibilities, is only half the
battle because there still
remains the problem of
working out the correct bit
pattern for the operand —
called the mask. Think of it in
the following way:
t Each bit in the mask, and its
corresponding bit in the
accumulator, form the two
INPUTS of a logic gate.
1 After the instruction is
performed, the accumulator
bit is the OUTPUT of the gate.
As the table above showed,
the logic instructions can be
used with a variety of addres-
sing modes but we shall use
only the immediate mode for
illustration. It is necessary to
remind readers that the bits,
within a byte, are always
numbered bit 0 to bit 7, the
least significant bit at the right
being bit 0.
To clear selected bits to
0
Use AND with an operand
mask designed as follows:
Ys in the mask will leave
corresponding bits in the
accumulator unchanged but
'O's in the mask will ensure
corresponding bits will remain
at, or be reset, to 0.
Example: To ensure bit 5 in
accumulator is set to '0', use:
AND U $DF
To see why, remember that an
AND gate requires both inputs
to be 1 in order for the output
to be 1. Examine the following
accumulator example:
corresponding bits are set to the normal laws of arithmetic
T. because, for one thing, there is
Example: To ensure bits 2 and 6 no carry action. Each bit is an
individual entity and quite
contemptuous of the feelings
in the accumulator are set to T
use- ORA « $44
To see why, remember that
only one of the inputs to an
inclusive - or gate need be 1 in
order for the output to be 1.
the accumulator, it isclear from
the above treatment that
flipping all the bits can be
achieved by using:
of neighbouring bits. To see EOR # &FF
the absurdity of trying to
equate logic results with
arithmetic results, consider the
result if we AND 2 and 3
Accumulator before ORA
Mask pattern $44
Accumulator a fterwards
above
$44
0011 0101
0ipO_0JPQ_
5111 0101
□
Two's complement of
accumulator
Examine the
lator example:
Note bit 6 has been changed
from 0 to 1 but bit 2 happened
to be at 1 anyway.
To change selected bits
Use EOR with an operand mask
designed as follows:
'0's in the mask will leave
corresponding bits unchanged
but Ts in the mask will ensure
corresponding bits are
changed.
Example: To ensure bits 3, 4
and 5 in the accumulator are
changed, use:
EOR U $38
Remember than an exclusive-
or gate gives an output at 1 only
if the inputs differ.
accumu- together — instead of ADDI NG
them:
The two's complement of a
number is really the one's
complement with an extra 1
added. Unfortunately, we can't
Result of ANPing
0010 0010
0000 0011
"oooo" "obio"
This means that 2 AND 3 = 2!
Logic and input/output
ports.
Some computers already have
a socket at the back marked
'User Port' or they have
facilities for including one.
These are used for connecting
digital operated devices such as
the points of model railways,
cranes, garage doors, intruder
alarms, robots, special lighting
effects, etc. Eight wires and a
couple of control lines can be
connected to the output port.
Examine the
accumulator example.
above
The novelty behind the
following snippet of useless (?)
knowledge might intrigue
some readers:
Exclusive-oring data with itself
always results in zero.
Accumulator before # $DF 0111 1001
Mask pattern $DF 11Q1 Jill
Accumulator afterwards 0101 1001
The state of each line, and
therefore the on/off state of
the devices can be controlled
by storing data patterns in an
output port register. This is an
area where the three logic
instructions can be used most
effectively because of the
necessity to control the state of
individual bits without af-
fecting the others.
One's complement of
accumulator
Note carefully that the
accumulator is left exactly the
same as before except that bit 5
is now 0 instead of 1.
To set selected bits to 1
Use ORA with an operand
mask designed as follows:
'O's in the mask will leave
corresponding bits unchanged
but 'Ts in the mask will ensure
For example, if A contains $9D
and we write EOR # $9D, the
result in the accumulator is
zero as we can see above.
Non-arithmetic logic
Logic operations have no
connection whatsoever with
It is sometimes appropriate to
change all the bits within a
byte. That is to say, change all
'Ts and all '0's to T. This is
sometimes called 'flipping' the
bits and the result is known as
the 'one's complement' (refer
back to Part 1 of the series.)
Assuming the data is already in
add the extra 1
incrementing because
by
the
result is in the accumulator and
you will remember that no
direct incrementing instruc-
tion exists for this register. A
possible coding is then:
An alternative method is to rely
on subtracting A from zero.
The 6502, and nearly all other
microprocessors, use two's
complement arithmetic for
addition and subtraction. It
follows that by subtracting a
number from zero, we obtain
the two's complement because
0 - X = -X. So to obtain the two's
complement of the accumu-
lator, we must first store the
contents in a memory location.
Then after clearing the ac-
cumulator, the original data
can be subtracted from the
accumulator by use of SBC.
Finding state
particular bit
of
It is sometimes important to
find out the state of one
particular bit within a byte. This
can be done by first loading the
byte into the accumulator. All
the bits, except the one of
interest, are then cleared to
zero by using an AND mask. If
the result is then tested by BNE
or BEQ, a zero result proves
that the bit of interest was
indeed a '0' and a non-zero
result proves that it was a 1.
An alternative, and simpler
method, can be used if the bit
of interest happens to be in bit
I
Programming
6 or bit 7 position because the
BIT instruction caters specifi-
cally for testing these two
positions. Suppose, for ex-
ample, we write BIT &2000.
This causes the state of bits 6
and 7 at this address to be
copied into the V and N
positions in the Status Register
respectively. The original state
of bit 7 can then be tested by
using a BMI branch (which tests
N> or bit 6 by a BVS branch
(which tests V). There is,
however, another operation
which takes place during the
BIT test, which can be either a
nuisance ora bonusdepending
on the circumstances. The
contents of the operand
address are logically ANDed
into the accumulator. If the
accumulator holds valuable
data at the time of the BIT test,
it is important to store the
original contents first.
Shift instructions
Assemblv
Hex code
AS1 A
OA 06 xx
ASL Sxx
f~lF YV vv
AA AA
ASL $xxxx
ASL $xx,X
16 xx
ASL $xxxx,X
IE xx xx
LSRA s
4A
LSR$xx s
46 xx
LSR $xxxx
4E xx xx
LSR $xx,X
56 xx
LSR $xxxx,X
5E xxxx
Rotate instructions
ROL A
2A
ROL $xx
26 xx
ROL $xxxx
2E xx xx
36 XX
ROL $xxxx,X
3£ xx xx
ROR A
6A
ROR $xx
66 xx
ROR $xxxx
6E xx xx
ROR $xx,X
76 xx
ROR $xxxx,X
7E xx xx
E
The BIT test
Assembly
BIT $xx
BIT
The assembly and hex code
form of the BIT test are as
above.
The Shift and Rotate
instructions
To shift a register or memory
byte means to push the bit
pattern sideways by one bit
position either to the left or to
the right. The coding details of
the two instructions which
produce shift action ASL
(Arithmetic Shift Left) and LSR
(Logical Shift Right) are shown
below. Rotating a register or
memory byte is similar to shift
action except bits, which
would normally overspill at the
end are re-inserted again at the
other end. The two instructions
are ROL (ROtate Left) and ROR
(ROtate Right).
The shift and rotate instructions
are unique in that one of the
available addressing modes is
Accumulator Addressing so
they can act directly on the
accumulator or they can act on
memory locations. If the action
is required on the accumulator,
the mnemonic op-code must
be followed by A. Note that an
operand byte is not required.
For example, ASL A will shift
the contents of the accumu-
lator one place left. A common
mistake, when using an
Hex code
24 xx
xx xx
assembler, is to just write ASL
and forget to follow it with A.
This would be unrecognisable
code. The instructions must
either have an A or an operand
address following the
mnemonic. If the hex code is
entered directly without the
use of an assembler, the above
warning does not apply
because the hex code itself
distinguishes between
accumulator or memory
addressing.
Note (hat in all four
instructions, the C bit is
involved and can be thought of
as the 'ninth bit'. LSR and ASL
provide essentially 'open-loop'
actions because bits,can drop
out or be lost if the C bit is
already occupied. On the other
hand, ROR and ROL provide
'closed-loop' actions because if
any bit ispushedoutatoneend
it is re-inserted at the other. It is
easier to follow the action of
these four instructions by
means of simple diagrams as
shown in Figure 6.2
Figure 6.2
LSR A
ROR A
-
Although the C bit appears to
be joined to the registers, we
should bear in mind that it is
physically located up in the
status register of the
microprocessor.
Single byte
multiplication
Subject to overspill into the
carry, shifting left by using ASL
will multiply by two each time,
so four consecutive ASL
operations will multiply
existing data by sixteen. It must
be understood that simple shift
or rotate instructions can only
multiply by an integral power
of two. If, for instance, we want
to multiply by 5, we must shift
the accumulator left twice and
then add the accumulator to
itself once.
Single byte division
Division by two is achieved by
LSR although we must
remember that the overspill
from the right (from the lsb|
goes into the carry. As a matter
of interest, the reason why LSR
is named Logical Shift Right is
due to this very reason. It is
arithmetically absurd for carry
status to be in the Isb position,
hence it is deemed to be
'logical' rather than 'arithme-
tical' in nature. This is in
contrast to ASL (Arithmetic
Shift Left) where the carry
action is natural because it is
positioned at the msb end.
Unless the programmer is sure,
perhaps by prior local
knowledge of the data limits,
multiplication and division
techniques rely heavily on
careful checking of the carry
status. In double length
working, the carry bit provides
a continuity link between the
low and high bytes of the
composite number.
Double-byte
multiplication
This provides a useful exercise
in shift and rotate instructions.
Although two separate
locations are used for each
double byte number, the C bit
provides continuity between
the two. Although ASL and
ROL both multiply by 2, the
carry can be a problem if they
are not chosen wisely. No carry
must be allowed to enter the
lower order byte from the right
so ASL is appropriate. On the
other hand, the higher order
byte must take into considera-
tion the carry from the right so
ROL must be used. Assuming
the data is in two bytes of
memory, the coding would be:
ASL low byte
ROL high byte
Double byte division
Division is virtually the
opposite to multiplication so
the higher order byte must be
attacked first and a carry must
not be allowed to enter from
the left. This suggests LSR is
correct for the first step. The
lower order byte must receive a
carry (if any) from the left so the
correct instruction is ROR.
Assuming the data is in two
bytes of memory, the coding
becomes :
Mr ^l vV r
SI /" A •
V
UflGATOfi
EXECUTIVE OFFICER
SCIENCE OFTXER
CAPTAIN
ENGINEERING OFFICER
3RD OFFICER
ENGINEERING OFFICER
5«ci*fc*e. UMikMM enHora -
Wm. DrproaDM Ohngmii -
WUhNAmbAM
Cyniat UtiHoui.
CmmLot*
EiutenllaMK
Pjrtntiat* RrtWlioui
AuHwWHt* RwowiHul
UMrustarttVr. IMfUppWW
THE CREW
Personnel
files follow —
yours to
command —
well almost...
SPECTRUM 48K CBM64
Featuring
the unique
Personality Control System
No. 1 Golden Square. London W1R 3AB, Telephone 01-437 0626
Richard Bartle immerses
himself in MUD. Follow his
footsteps into the Jungle.
COMMODORE OWNERS WHO KEEP
themselves abreast of happenings out
there in the big, bad, computer world,
won't have failed to notice the new
network which has been set up especially
for CBM64 owners, Compunet. They'll
also be aware that while it's quite a
promising system, it's still in its infancy
and hasn't too many games available on its
pages.
This should change fairly quickly,
because there's an area of the network
known as The Jungle, where users can
upload their own pages, including their
own software, and even make people pay
if they want to play it! Most of these will
be games specially designed for the 64,
which will download into your machine
and use the modem as a dongle to stop
you giving it to other people (or, even
worse, selling it!). There's one program,
however, which doesn't do that; you
never get a copy of it zapped down the
line at you because it runs on whacking
great big mainframe computers, the same
ones which the Compunet system itself
uses. It uses more disc space than you can
store on a floppy, never mind a cassette,
and (not surprisingly) it's the only game of
it's kind in the world. This program is
called MUD, an acronym for Multi-User
Dungeon. It's a normal adventure game in
virtually every respect except one: you
don't play alone.
Multi-user dungeon
MUD is the first adventure game
where more than one person can play at
the same time. To understand the full
impact which this has on the game, you
really have to play it. The difference made
by the fact that other people are in there
with you is so profound that it's very hard
to get over in an article such as this. It's just
such an incredible extra dimension that it
leaves ordinary games standing. With
other players around to thwart your
ambitions, or help you when you're
down, to chat with you (while perhaps
relieving you of your belongings!), MUD
improves on the basic concept of an
adventure game by such an extent that it
just has to be the way computer games
are going to go in the future. MUD on
Compunet may be the only commercial
version available for the moment, but
within a couple of years there will be
multi-user adventures sprouting up all
over the place. The whole computer
games market may never be the same.
If MUD's such a good idea, then, why
hasn't it been thought of before? Good
STUCK IN
MUD
question! The problem is that in order to
manage such a piece of software you need
very powerful computers. Micros just
aren't up to it. No-one is going to buy a
mainframe computer with half a million
pounds just to see if they can write a
multi-user adventure game! Also, it's only
recently that the micro boom has started
to give way to the communications boom,
with modem sales rising as micro sales
start to drop. Up until now, there's been
hardly any market for games which you
can just play over the phone lines. Now,
however, the growing number of modem
owners looking for something new to do
with their machines has prompted people
like Compunet to set up networks to tap
the market.
Advent
In order to trace the development of
MUD, we have to go back to 1979 at Essex
University. There, undergraduates used
to spend their free time on the
University's mainframe computer playing
this new game they'd discovered. They
knew it as Advent, but these days it's
called Adventure or Collosal Cave.
Judging by the impact it has had on the
world of computer games, perhaps the
name Advent is more appropriate!
One of those undergraduates, Roy
Trubshaw, played Advent and liked what
he saw. There were a few things which
really niggled him, though, for example,
the poor command parser (verb-object
Game Feature
m
pairs only). He was also annoyed by the
(act that Advent was a one-off, and if he
wanted to make the program work for
another fantasy world it would have to be
done from scratch. Why bother rewriting
all those routines to move, drop objects,
kill monsters and the like when most of
Ihem are common to all adventure
games? What he envisaged was a game
which had its own built-in adventure-
designing language, so you only had to
say a few things and It knew what to do
with them. If all adventures have tables of
rooms, objects, room connections and
the like, what is to prevent your making
them data instead or part of the program?
And take our game-dependant stuff too;
like having it check there's a bear
following you every time you go round
the command loop so it can inform you
you're being followed by a bear..?
The other major disadvantage he saw
in Advent was that it was only a single-user
game. No-one else could be in there with
you to help you out in times of trouble, or
give you times of trouble if you had more
treasure than they did! Surely a game
along those lines would be much more
fun?
And so he set about writing such a
game — called MUD. It had a language
of its own to define the world, and
because Essex University's powerful
(by the standards of those days!) DEC-10
computer did timesharing, it wasn't too
difficult to arrange it so several people
could play at a time. The thought of what
would happen in the future if everyone
had a computer of their own which they
could connect to a network to play games
of this kind, just didn't concern him; he
was doing it solely out of interest and love
of programming.
A helping hand
What Roy came up with was a bare-
bones system, which had a programmable
world, a passable language parser, and
multi-user capabilities. Now one of Roy's
friends was a chap by the name of Richard
Bartle. I'd say he was an expert games-
player and a programmer of the most elite
class, except since he's me you'd think I
was boasting! In spring 1980. Roy had
gone about as far as he wanted to with
MUD, I'd helped him with ideas from the
start, but the programming was all his own
work. However, Roy's great love is writing
programs, and he's not particularly
interested in designing adventures, so I
gradually took more of a part in designing
the game, starting with adding new rooms
to the world which it modelled and
gradually moving over to adding bits to
the code. When Roy left at the end of his
3rd year, I took the game over and have
never looked back!
The first thing I did was to rationalise
some of Roy's experiments. The multi-
user aspect hadn't been explored in full,
and there were anomalies (such as if two
people were in an underground room
and one had a torch, the other couldn't
see). I fixed those sort of things, and
added in a few more interactive
commands like stealing, helping, giving. I
increased the number of rooms gradually
to its present number of 418, and put in an
appropriate number of new objects (an
easy thing to do since we had the Multi-
User Dungeon Definition Language —
MUDDLE!). What the game didn't have
was a purpose, however, so I put in the
concept of scoring for treasure, and
having levels of experience based on the
amount of treasure you'd accumulted in
previous games.
In order to debug MUD when we'd
just stuck in new rooms, we'd always had a
"debug mode", or "wizard mode" as we
used to call it. If a new room complex had
been added, then to test it out we might
normally have to get an axe, chop down a
tree, fetch a light source, and go beneath
the tree to explore the new rooms.
Wizards could fly to any room, and they
glowed in the dark.
Snoop
About this time. I had a spare afternoon
and decided to put in a new feature,
the "snoop". With this, one player
(if they were in wizard mode) could
sit and watch what was on the screen
of another player, without that other
player knowing. The original intention
was so you could see common mistakes
people made, and try to get the
game to cope with them. It turned out to
be far more useful than that!
When I put in snoop, I spent the next
3 hours enraptured by watching other
people stumble about the game and make
complete fools of themselves! It was
tremendous fun! The lime just flew by,
and I resolved that I'd better make this
facility more generally available. So. when
people got a certain number of points for
playing, they were given the password to
wizard mode and obtained the same
powers as I had.
Wizard mode works really well. Non-
wizards (mortals) all the time witness the
power of wizards, and strive to make it
themselves. To date, 52 players out of
maybe 3 or 4 thousand who have tried the
game have managed to make it to the top.
We also have female wizards, who are
called witches, so there's a generic term,
wiz. to mean both wizards and witches.
Wiz's still play if they can, too, because the
game is never ending. When you're a wiz,
there are still fresh supplies of new people
coming in to watch as they progress
through the game, and you have plenty of
friends in there anyway if you just want a
chat. Although wiz's are able to do
immensely powerful things (there's a
CRASH command — and it makes MUD
do just what it says!), they rarely do. This is
because they've been mortals themselves
and know how heart-breaking it is for
someone to interfere with the game and
make them lose all their points. They tease
mortals, yes, but always reward them with
a few treasures afterwards to show they're
really nice deep down...
The rest of the world found out about
MUD from ex-Essex players who left with
a yearning to hack and slay in the world of
MUD. The grapevine was the only way
people heard about the game for ages
afterwards, until the present flurry of
articles in the Computer press. Now I get S
or 6 letters a day from people asking how
to access MUD.
Playing the game
So how can you play the game? Well,
there are currently two 'open' versions in
Britain (and one in Norway!), one of
which is free and one of which isn't. The
free one is based at Essex University, and is
the original. Because of this, it gets
changed whenever I feel like it and is
prone to crashes (OK, so it crashes at least
once a night!). Also, it keeps
extraordinary hours, like midnight to
7am, or, if the computer is exceptionally
busy, from lam to 7am. The University
may not charge money to play it, which is
very decent of them and makes you glad
you pay your taxes, but BT do charge
money, and to access MUD via PSS(theBY
national network) costs at least £250 an
hour. The second MUD site is Compunet,
which comes to around £3.50 an hour,
but doesn't crash so often and has more
civilised hours.
Compunet will be sole distributors of
the current version of MUD for some
time, but work is already proceeding
apace at the new, improved version!
There has to be a new version, because
now people know how good MUDs are
they'll start designing their own, and we'll
have a whole bunch of them appearing
before you know it. The best these will be
able to do is imitate MUD, however,
whereas with the order of 25,000 hours
playing time behind it, the Essex MUD has
lots of experience which can be drawn
upon in creating an even better version (if
such a thing is conceivable!) (oops, did I
just boast?).
For the moment, though, MUD
remains unique. So if Father Christmas
brings you a Commodore modem for
Christmas, and you find yourself huddled
over a micro on December 25th, snow
falling outside, a mug of hot soup beside
you, as you tapthrough gloved fingers at a
keyboard that's beginning to freeze over,
remember it's only your body that's
feeling the cold. The real you is perhaps
hundreds of miles away in MUD. sword in
hand, wand at the ready, doing battle with
who knows what and who knows whom,
to force your way against the odds up to
wiz. MUD is always warm, of course — it is
in the Jungle, after all!
E
FIRST
AID
for your 64
Computers, like people, are fallible. They need the right
combination of code and care to perform effectively in the
business or the home. And that requires first hand knowledge
from you to create a healthy operating environment for your
Commodore 64.
Knowledge about machine language, about the lesser known
qualities of the 64, about the disc drives, graphics, and about the
tricks and tips to keep your 64 on line. That's why First Publishing
has now launched in the UK a series of high quality books and
software packages to provide a complete health care kit for your
64. Commodore 64 users throughout Europe have already found it
a tonic. We think you will, too.
!^"r it brochure <•» rII iln- CiwuwmIok m buofc* umI wflwarc package* •vniUhk imm^
■ Him ful'Wiinj:. plcj*c 1 1 II »n ihc OBdpM oral HAl In Am-inilj York. HrM fuhliJiinu . ■
| Ural 2*111. MtiiM-shitc Kjiatl. HnrM-%hin- t'.nk Pjn>iU»uirR\ P c ritlMll |
Hi - in, Amanda York al (II7157| 5244 MCafcO Software Jl M-546 T2Sh
- — ~£
vcom/sj FIRST PUBLISHING LTD
SETTING
If you want to try your hand
at writing adventures but
don't know where to start, let
Allan Webb show you the
way into this complex subject.
ONE OF THE MOST GRIPPING ASPECTS
of adventures is that writing them is as
challenging and enjoyable as playing
them. The programming aspects tied up
in adventures are various, including
artificial intelligence, data compression
and graphics. In this series of articles, I
intend to discuss some of the aspects of
writing adventures. I don't intend to
spoon feed all the code necessary for
you to write a complete adventure; there
are enough books on the market which
do that job. Instead, I want to give a
collection of ideas and routines which, I
hope will trigger your own ideas and
perhaps give your games something extra.
Owing to space limitations, the number of
listings will be limited to a few machine
code utilities.
Plotting
The most crucial phase of any adventure is
the writing of the scenario and plot. It's
the quality of the plot which will make or
break your masterpiece. Before doing
anything, I suggest that you look at as
many other adventures as you can, note
what they do and ensure you don't copy
them. Nobody likes a copy whilst
everyone will admire an original. If you
must research for ideas try the written
word. You should decide in detail what
happens where and who is involved.Don't
be tempted to start coding until you're
happy with the plot.
Mapping
There are two general ways of mapping
adventures, each with its own particular
feel. The first type of map uses discrete
locations, each with a description, with
OUT ON AN
ADVENTUR
12 3456789 18
1
2
3
4
5
6
7
8
9
18
w
OA
''S\
AA.
J
7
V
L b
J frr
V
/
35
Figure 1. The grid map
linking paths. Figure 2 gives a simple
example. This method can give the feeling
of discontinuity with sudden jumps from
one scenario to the next if care isn't taken
with the choice of locations. If your
scenario is large and you want a better
feeling of space and gentle transition,
consider figure 1. This map is split into a
grid which defines the various locations.
Your position on the map is simply
defined by a pair of coordinates. Despite
the larger number of locations, you don't
necessarily require a larger number of
descriptions. For example, all areas of
mountains or all areas of open land will
have the same descriptions, so that
perhaps half a dozen descriptions can
cover a large percentage of the locations.
The feel and atmosphere of your game
will depend on the quality of the
descriptions of the scenario. Both
graphics and text can be used to provide
descriptions. There is a lot of silly
snobbishness when it comes to whether
LOC 1
LOC 5
LOC 4
/
LOC 2
LOC 3
Figure 2. Map with paths
graphics or text should be used. In my
opinion graphics are rather too RAM
hungry and you get too poor a return
from them to justify their use. In fact,
good use of text can give an excellent
atmosphere; try the Level 9 or Infocom
E
Program Listing 1
—
10
20
30
48
50
60
70
80
XB=XC-X D: VD-VC-VP
IF XB=0 THEN' XC=XC+.@001
IF VD=6 THEN VC=VC+.000i
PR=RBS < RTN < VD/XD > > #57 . 29
IF<VC<VP RHB XC>XP) THEN
IFCVOVP AMD XC>KP) THEN
IFCVOVP RND XCW) THEN
AND HXXP) THEM
CU : U
GOTO
10
10
IF(VC<VP
AN*90-PA
AH=S8+Pfi
RN=270+PA
50 BE»INT<ftN/45+.5>+l
m RteSQR<XD12+VB12)
IF BE=9 THEN BE=!
Text storage
OK, enough theory, now some harsh
reality. Where on earth can all this
marvellous text be stowed. Text tends to
be memory hungry. If, for example, you
have fifty locations each with a three line
description, you will loose 6K of RAM.
The simple method of saving the text is by
use of DATA statements and strings. All
very nasty and wasteful. How about
sequential files on cassette or disk? Again
not ideal. The most elegant approach is to
use the spare RAM behind the ROMs.
Specifically, the 8K behind the BASIC
ROM. Listing 2 gives a routine for printing
text stored in RAM.
E
games and see. I would simply add that
you don't find pictures in most decent
novels.
In this pari, I will deal with text, but
fear not, I will discuss graphics in a later
section. You can split the description of a
location into three sections. First there is
the main description. You know the sort
of thing.. ."You are in a long room filled
with stone emporer penguins". This
section never changes during the game.
There then follows a variable section
describing fixed items which might
change status. For example.. ."There is an
open door, the light is on." to give real
variation, a third section can be included.
This will describe "one off" occurances
such as "A herd of hippos is walking by"
or "An old man is wrestling with an
Aardvark in the corner."
Where the large scale map approach is
adopted, the use of the third section is
vital to prevent the scenario becoming
monotonous. You can also include other
variables to add spice. Everyone knows
the boring old situation where you enter a
cave and must have a torch because it's
dark. This can obviously be extended to
cover other areas. For example why not
have day and night periods, or how about
including the weather. The occasional
snow storm or monsoon can be used to
make the game more difficult or
hazardous.
Relative Positions
Because of the open nature of the large
map approach, a better feeling of
movement can be obtained by use of
relative positioning. Imagine you are
standing to the south of a village. As you
move northeast, your position and
distance relative to the village will change.
If the village's position on the map is
known, the exercise is trivial. Listing 1
shows how to calculate your bearing BE
and range in arbitrary units (RA) from a
point XC.YC Your position is XP,YP. BE
will have a value between 1 and 8 can be
used to print the bearing as a point of the
compass such that north=1, northeast=2
etc.
Program Listing
10 DRTR172, 132,3, 136, 135, 0. 206, 133, 170, 135,0
15 BATA207, 133, 171, 165, 1,41,254,133,1
23 BR7R160,0, 17^, 170,240,7,32,210,255,200
25 BRTR76 , 22 , 202 , 1 65 , 1 , S > 1 , 1 33 , 1 , 96 , 0
30 FOR I = 51712 TO 51752
READ X: FOKE NEXT
LT=52735 = HT=52931 : SP=1 0*4056 • MN=0 : NM=3
F0RMH=1T0NM
READ I*
POKE HT+MN,SP/256 : POKE LT+MK SP-IHT(SP/256>«256
"OR I=8T0LEN<I«-1
CH=R3C<MIB$(I*, 1+1,1 >>
POKE SP+I.CH
NEXT
POKESP+!,0-SP=SP+I+l
FOKE900, UN : SVS51712 : PRINT : NEXT
REM
48
50
60
70
S3
119
120
130
140
150
160
170
ic3
190
200
REM
REM
REM
REM
REM
LOW BVTE TfiBLE STRRTS RT 52735
HIGH BVTE TAKE STRRTS RT 52991
MESSRGES STRRT RT 40960
Nil HOLDS THE NUMBER OF MESSRGES
210 REM 900 HOLDS THE NUMBER OF THE MES3R0E TO BE PRINTED
220 REM
232 REM
240 REM MESSRGES STRRT HERE
230 REM
260 REM
S00&0 BRTR
3001b DRTR
30020 DRTR
"MESSROE 1 ,:
"MESSAGE 2"
"MESSAGE 3"
This concept can also be applied to
major landmarks such as mountains,
deserts and the sea.
You can then print after your description
something like:
"4 leagues to north lies a castle."
This routine both saves and recalls the
text from the block of RAM starting at SP.
The start of each message is kept in LT and
HT. If you want to use the routine as a data
loader simply change line 140 so that
holds just NEXT. The following simple line
will print message number MN at the
Programming
current cursor position in the current
colour:
10 POKE 900,MN: SYS 51712
Lines 10 to 40 must be included in your
program and executed before you try to
print a message. You can use this routine
with any section of RAM below $C0O0
(49152).
I've ignored the area behind the
Kernal ROM since it can be used for high
resolution graphics. Listing 3, however,
will enable you to use this area for storage
if you wish:
you switch out the ROM before saving
and switch it back in afterwards; both
from within the monitor. Saving data
from behind the Kernal ROM is tougher
since the input/output chips are in that
area. A loader such as listing 2 is the
simplest way of loading data into the area
above $CFFF.
Layouts
Finally, I want to say something about the
layout of the complete adventure. If
you're using BASIC, you must take care
with the layout to ensure maximum
Program Listing 3
—
1
DATA76 1 34 , 282 , 76, 169 , 262, 32, 212, 232
BfiTR165,28, 133, 158, 155,21, 133.- 159, 168,8
1,141,231. 3,41,243, 120, 133,1
DATAI77, 153, 141,232,3, 173,231,3, 133,1, S3
DRTRSS, 32, 212, 282, 165,28, 133, 158, 165
FHTR2 1,133,155,32,212, 282 , 1 65, 28 , 141 , 232
7 BRTR3, 168,8,165, 1,141,231,3,41,248, 128
8 CRTR133, 1, 173,232,3, 145, 158, 173,231,3
$ DATA 133, 1 , 68 , 9$ , 32 , 253 , 1 74 , 32
18 BATA138, 173,32,247, 133,36
15 "OS I = 51848 TC 51S33
26 X: POKE I,X= NEXT
18888 A*= W 7HI$ IS BEHIND THE KERNAL ROM" ^SR* 13*4696
18318 FQR!=1TQLEN<R*>
18628 CH«ftSC<WW<ftt,I,i))
18836 SVS 51643 * SA*I , CH : NEXT
18848 F0RI*!T0L£N<A*>
16858 SVS 51348, SR+I
18860 PRINTCHR«PEEKC103e)>j - NEXT
28886 REM
26813 REM
28828 REM FOKEPLL. . ..PUT VALUE IN LOCATION 1888
28838 REM SVS 518*3, ADDRESS* VALUE
22-d4d REM
28358 REM PEEKALL....SVS 51848, PDHRE3S
28860 REM VALUE IN 1880
20078 REM
This routine enables you to POKE and
PEEK any section of RAM. Lines 10000 to
the end show how to store text by
POKEing it into RAM. It's slow but works.
Lines 1 to 20 must be included in your
program if you want to use the routine.
A quick look at these routines will
show that a fair amount of data is
associated with any adventure. I would
recommend any beginners to use a data
loading program to put all the data into
RAM before loading the main adventure.
More advanced souls can save the data
using a machine code monitor. Data
which hides behind the BASIC ROM
can be saved using a monitor provided
speed. Figure 3 shows the algorithm I use.
As you can see, it's essentially linear. The
first box involves setting up variables,
loading machine code and other
sundries. The second section performs
the repetitive steps such as updating the
display, checking for night, checking to
see if you've won, looking after the
movement of characters etc. This
section is executed after every "turn".
The next two boxes take your
command and interpret it. You are
warned of nonsense commands at this
stage. If your command is valid the final
step performs the command. I favour the
use of ON GOSUB or ON GOTO
FIGURE 3..
I MI T I AL I 7-F
HOUSEKEEPING |
INPUT ~1
COMMAND
-I
PARSE &
INTERPRET
constructs to "fan out" the flow, so that
parallel rather than serial routines are
used. Again this increases speed.
Each verb routine has a similar form:
Validity check
■
Perform action
Catchall
The validity check makes sure that the
object is present or is carried and inputs a
suitable command and exits if it isn't. The
catchall ensures that a non-essential or
unrecognised command is acknow-
ledged. Random catchall responses such
as.."Sounds fun but I've got a headache"
or "I did that yesterday" or "That won't
achieve anything" will give more variety
rather than a fixed response. I consider it
vital that a variety of responses are used to
make the game entertaining. You will
note my examples are somewhat
eccentric; you can equally use serious
replies. Any author using simply "I can't
do that" deserves to be shot.
The real secret to writing an adven-
ture is structure. It's inevitable that
the code is going to be lengthy and if you
don't take care, a rats nesi of indeciferable
code will result. Keep a track of what each
section and variable does. Keep a careful
eye on GOSUBS. Avoid nested GOSUBs
since if you get an OUT OF MEMORY
ERROR it can take hours to track it down.
Use REMs initially to help you keep track
but don't make a REM the target of a
GOTO or GOSUB.
In the next instalment I will discuss
interpreters and moving about the
scenario and will give a listing for a
machine code interpreter which will
provide a little zip to your adventures.
E
States. Kevin Cox went
backstage.
QUESTION: WHAT HAVE THE RECORD
and the software companies got in
common? Frankie Goes To Hollywood is
one answer — Ocean have just released a
game featuring members of the band.
Dave Greenfield of the Stranglers has
written an adventure game for the
Spectrum which is tacked onto the tail
end of the cassette version of their latest
album. Aural Sculpture. Even the words
'cassette' and 'disc' are inter-changeable
between the two industries.
"Software is part of
entertainment."
Now there are also a couple of new
companies with proven track records
(pardon the pun) in the music business
making the move into software. They are
CBS Software which grew out of CBS
Records, and Ariolasoft, a part of the big
German corporation, Bertelsmann which
also owns Arista/Ariola Records. Both
new companies insist, however, that the
most important thing they have in
common with the record industry is
entertainment. "Software is part of
entertainment," said Frank Brunger, the
Sales and Marketing Manager of
Ariolasoft. "It is to all intents and purposes
a fun element which is what music is all
about."
This fun element came over very
strongly when I went to interview Frank,
and Ashley Gray, the Managing Director.
They not only share the same desk (it is
rather a large one) but they also share the
same sense of humour. At times you
wonder if Brunger and Gray might not
have made a name for themselves as a
comic double act in another branch of the
entertainments business. For example, I
asked Frank if they personally appraised
every game which is to appear under the
Ariolasoft label.
Brunger: We look at every single game on
several different levels.
Gray: If we can get to them, of course.
"We have attempted to ally
cjuite closely to the record
industry."
Both men have plenty of experience of
what entertains people. Until Ariolasoft
was started in October last year they had
spent more years that I cared to ask them
working for CBS Records. They know the
age group at which pop records and
computer games are traditionally aimed.
"We have attempted to ally quite closely
IMPOSSIBILITY
4 irj^.
KDA :e
em.
to the record industry, in the packaging,
advertising etc., because it very much
suits the market," said Frank. He sees
games in much the same way that he used
to see pop singles at CBS, though he
realises that a good game may have a
much longer life span than the brief chart
entry of a one-hit wonder. And on the
subject of charts he is adamant that the
industry must adopt a single and credible
chart which will become the standard —
the Gallup one which appears in Your
Commodore for the first time this month
is the one that gets his vote.
So what about the software. Their first
twelve releases are all American games for
the 64 which they have re-packaged and
translated into cassette versions. All of the
games come from two of the most
respected U.S. software companies,
Broderbund and Electronic Arts and they
have all been hits in America. You may
already have heard of some of them: Lode
Runner, Choplifter, M.U.L.E., Raid on
Bungeling Bay because they have been
available as imports priced at about £30-
£40, roughly equivalent to their cost in the
U.S. So how can Ariolasoft sell them in this
country at £9.95? Ashley Gray told me, "I
think the fundamental point is that if you
are going to exploit the market, you have
to charge the market price. The market
price in the U.K. is not £30 a game. If it
were there would be no room for us,
because as you know Broderbund would
have done it already. The product has
been available on import. However, if you
remove the freight, remove the customs
duties and you end up with different,
cheaper packaging then you are bound to
end up with a cheaper price." As he
lexplained the development costs have
already been met, in the U.S.
CBS Software have a similar
arrangement with the American software
house, Epyx, famous for Summer Games
and now the brilliant Impossible Mission.
Brian Hyams of CBS admits that they
arrived late in the market — the reason
Summer Games was released by
Quicksilva was because CBS Software was
not ready at the time. However, it was
only last year that the U.S. and U.K.
markets found a machine in common, the
Commodore 64, which made it
economically feasible to import and adapt
software. It is too early to say what effect
importing U.S. software will have on the
home market but the repercussions could
be considerable. Because American
games are disc based and much more
expensive they are generally more highly
developed than the product we are used
to. I put it to Ashley Gray that we may
eventually in this country become
completely dependent on American
software because nobody here will be
able to afford the costs of longer
development times needed to compete.
"I disagree with you fundamentally
because I think the reason U.K. software is
not as good as it could be in comparison
with the U.S. stuff is very simple; that is,
that business as we have it in the U.K. is, in
many different aspects, not yet fully
developed. And I think you will find that
most U.K. software houses have not yet
decided to develop software which is
marketable worldwide. You only have to
look at the names of some of the games
and they are solely U.K. based products.
They don't mean anything to anybody
outside the U.K."
He believes that it is not necessarily
greater development times which will
allow U.K. software to compete but
greater attention to detail which can be
had for minimal extra cost. That being the
case, I wanted to know if he foresaw the
possibility of exporting U.K. software into
the States at considerably reduced prices
and perhaps cleaning up. "I think it
unlikely that that will happen. I think it
much more likely that, certainly as far as
Ariolasoft is concerned, we will source
better, more expensive software in the
U.K. and sell it at a higher price in the U.S.
to pay for it. And gradually the two
countries will come towards an
equilibrium." He added, "I fundamentally
believe that if we are to create our own
presence in terms of sourcing product in
the U.K. we have to consciously source
product which is the best and which
stands the best chance of competing
against the existing Ariolasoft products in
their own markets. In other words, I am
not interested in sourcing product which
cannot stand up against Broderbund and
Electronic Arts in the States."
"...it should be a major piece
of product which has totally
international marketing
possibilities."
Fair enough. I suppose that there is
something of the puritan in me which
resists the idea of yet another American
invasion sweeping aside the home-grown
product. Now I know that nobody is going
to buy a second-rate game just because it
was written down the road and that it's a
lot better on the pocket to pay £10 for a
program rather than £30. However, it's
still good to have the assurance that a
company like Ariolasoft is committed to
U.K. software.
So when can we expect the first non-
American Ariolasoft game? Ashley Gray
again, "Well, we have one piece of
product which shall remain nameless,
because we are not telling anybody about
it as yet, which we hope to have available
for shipping to the trade in the middle of
the summer. It will be sourced through a
U.K. software house. I do not know as yet
where it will be written. It may very well
be written in the U.K., it may be written in
France, Germany or wherever." Nothing
had been finalised when I spoke to him
but he added, "If we go ahead with it, it
should be a major piece of product which
has totally international marketing
possibilities. It's going to be very big." No
hints, no clues? "No hints whatsoever."
Vou can bet I'll be chasing him up about
that one.
With all their other connections in the
entertainments industry, I wondered how
EfJYX
soon they would be organising tie-ups
with records as they are released and later
perhaps films. First, Brian Hyams from CBS
Software told me that he does not have
simultaneous rights to CBS music.
However, he is not considering
commissioning U.K. software until the
end of this year, so it may be a little early
for him to say.
Ariolasoft were keen but saw the
pitfalls. Tie-ups cost money and they
don't always work, was Ashley Gray's line.
"Ghostbusters is a good example of a
company (Activision) that got it right," he
said. However, he also named another
couple of examples of which he was more
sceptical. Nevertheless, he was aware of
the potential of good music on a game, "If
the sound is good, it is a big plus."
Another inheritance from the music
industry was his and Frank Brunger's
vehement condemnation of all forms of
piracy. All software houses are united in
their attack on organised piracy.
However, I have spoken to some who
express a certain understanding for home
copying. Perhaps the companies are
afraid of offending some of their
customers. Ariolasoft is adamant. For
them the slogan, home taping is killing
music has become home taping is killing
software. Frank said that he can see no
distinction between going intoa shopand
stealing a toy or stealing software by
copying it.
For this reason they are against all
forms of software hire scheme* and they
will not allow any of their games to be
down-loaded electronically, though they
have yet to consider Compunet. They are
also looking forward to the time when
software is simultaneously launched in
the U.S. and the U.K. Only then will
bootlegging become unprofitable. To do
this they are being, and I quote, 'fairly
aggressive in clearing the back-log' of
games. We should be in for a bonanza of
software on the Ariolasoft label for some
time to come.
"If the sound is good, it is a
big plus"
I have really left the most important
advantage which these two companies
possess until last: experience. Both
companies have a good, saleable product
but they also have the ability to exploit it.
You can't hype rubbish for long, but many
excellent programs have disappeared for
want of exposure. As Frank Brunger says,
"The days of the cottage industry are
passed," and he is a man who has not
come from the cottage, but the glass
tower world of a successful international
company. Similarly, Ashley Gray says,
"There has to be a new professionalism."
They are both relative newcomers to what
is really a very new industry, but they
bring with them the disciplines of a
related and more established business.
Already they are looking at new ways of
getting their message across (without the
advantages of the record industry's ready-
made medium, radio) and looking at new
outlets for their product (record stores are
the obvious target). Combined with this
marketing experience, though, is a
freshness of approach. Frank Brunger
admits that he is no computer buff, but
sees this as no disadvantage. "If a program
works for me, it should work for the mass
market."
Above all, like all good record
companies, both Ariolasoft and CBS
Software are not just chasing the hits but
building a broadly based catalogue. The
next new releases from CBS are to be
educational programs, a market
Ariolasoft is also intending to enter, as
well as the business field under the
provisional title of Prosoft.
Entertainment is after all a serious
business, but it can also be fun.
...7 busy characters, 10 lost chords, 12 hours, 48 Traffic Wardens,
95 London Tube Stations, 126,720 square feet of London,
7 million Londoners... 943 action filled screens.
PAUL MCCARTNEY'S
THE FASTEST WAY TO GET THE
BEST PROGRAMS
Software Supermarket is a very different kind of software shop First, we actually play all the programs ourselves • and choose just the best to offer you Second, we send FREE
with your order our unique 32-page catalogue of the best programs - which quotes all the reviews and even lists load times' (For a ca talogu e only, send £1 cash and we will
send you a voucher for £1 off any order - plus your catalogue } Third. WE ALWAYS TRY TO SEND OUT YOUR PROGRAMS ON THE SAME DAY WE GET YOUR
ORDER. UK puces include VAT Export prices are the same (plus p&p) To order by VISA/ACCESS call 01-789 8546 at any time. 24 hrs a day We're not the cheapest, but our
customers in over 40 countries tell us we're the fastest - and we only sell the best
CLIFFH ANGER
The way that both characters act as if in
a cartoon is superb aft my dreams have
cook true graphics and animation are exceftent ' (PCGamesI 'You II either hnd it irritating
ttsubhme. depending on how you leei about Roadrunner cartoons ' (PopCompWldy)
NEW GENERATION STICK OR KEYS CASSETTE £7.95
GHOSTBUSTERS
"A ternhc game extremely
addictive and great tun to play'
tWtVGamesI The speech synthesis is my goodindeed and the tune is really catchy THE
GAME IS BEAU Y JUST AS GOOD AS THE FILM' (PopCompWklyl 'It may be the cheer of
theyeai fortunately it lives up to its hyping ' (CommCompl ACTMSION ST1CKNEEDED
CASSETTE £11.00
COMBAT LYNX
Brilliant graphtcs. outstanding
simulation, an excellent game' (ZX
Comp! The 3D graphics are quite different to anything seen before on any micro hiiis
vaBeysand fields move towards you in an astonishingly convincing way' (PCGamesI
DURRELL STICK OR KEYS CASSETTE £8.95
This football- playing game is one of
the most highly-praised of all
rnHTD AT F Commodore programs Sensauonal3D graphics and 9
P \J\J 1 Dnlifj sMIeveis For 1 or 2 players
COMMODORE STICKS NEEDED ROM £15.00
INTERNATIONAL
MACBETH
m A SUPERB NEW ADVENTURE oozes atmosphere
and is totally enthralling a whole heap of material for
|TXi/ money, and it 's all high quality, make no mistake I cannot praise it too highly Macbeth
tsmadventmeoftheyear"(PersConipNeml(MAmZ CASSETTE £14,96
PCI mj APPIAP Fust Beyond game for the C64' As usual with
lOl ffffnlllllvll Beyond, (he graphics are laniasuc and it's a
totally original game AsthePsi Wamoi you tide yout hover plane (like a hoveting
skateboaid) through the hi-iech 3D silo as you fight yout way down rewards The Source
BEYOND STICK OR KEYS CASSETTE £9.95
ZAXXON
'Ouitesimply. the best shoot-em-up for the C64"
(CommUser) "II youwant the genuine article, this is the one
mmHoriz) The 3D graphics are excellent aft that a good arcade game should
be very dassy " (HomeCompWkJy) US GOLD. STICK I
CASSETTE £7.95 DISK £14.95
9ibi
pntW ipmjjl IFfYTOf* This graphic adventure is based
JElIUIV 1 IlCl V HVllH Vf on The Saga of Erik the Viking' by
TERRY JONES The accompanying 24 page manual contains extracts ftom the book and
these hold clues which will help you in the adventure As Erik the Viking, you travel through
over 200 locations in search of the evil Dcgfighters who have kidnapped your family
MOSAIC NO STICK CASSETTE £9.95
BOULDER DASH
A real winner the graphics are
first class and the animation and
movement of the rocks are posuvely Newtonian 1 This game is in a class of its own A must
for your games collection (HomeCompWkly) STATESOFT STICK NEEDED
CASSETTE £8.95 DISK £10.95
EUREKA!
Animated graphics and video-style split screen techniques
make EUREKA a visually interesting game as well as an
entertaining adventure" {C&VGames) With or without prizes . this package has got to be
terrific value the music and sound effects are spectacular v DOMARK STICK
NEEDED CASSETTE £14.95 DISK £16.95
SYSTEM 15000
An absolutely wonderful idea artificial
hacking' System 15000 closely mimics a
vast number of different databases and you have to hack your way around discovering
passwords (PopCompWkly/ 7 recommend you play this game if you can It could become a
cult game in years to come (YrComm) CRAIG CASSETTE £12.95
COMPLETE MACHINE CODE
THE BEST MACHINE-CODE TUTOR no serious programmer should learn machine code
without it" (Crash/ The lessons are comprehensive enough to help even the beginner very
user friendly '(SUserl NEW GENERATION NO STICKS £14.95
WHITE LIGHTNING professional games
production ' fHomeComp Wkly) 'The best package I have used, its features and flexibility are
second to none' (PersCompNewsl The key to professwnal games design, includes a separate
20K SPRITE DESIGNER OASIS CASSETTE £19.96
SOLO FLIGHT
-It is a delight to By this one' " (CommUser)
"A very good simulation theairctaftisvery
easy to handle' ' (PersCompGames) You must master take-off. landing, instrument flying
navigation, emergencies, turbulence, before you can play MAIL PILOT to test your new skiDs
US GOLD STICK NEEDED CASSETTE OR DISK £14.95
SOFTWARE SUPERMARKET VISA/ ACCESS CALL 01-789 8546 (24 HRS)
POST TO: SOFTWARE SUPERMARKET (YC1)
87 HOWARD'S LANE, LONDON SW15 6NU, ENGLAND.
For CATALOGUE ONLY, send Cl cash. Refunded with yout first order
1 own a Commodore 64 I enclose a cheque/PO payable to Software Supermarket OR
charge my
VISA/ACCESS/EUPOCARD/MASTERCARD
Signature
Rease write clearly If we can't read it. you won't get it
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luui 1 1 1 i nrm n m
PROGRAM NAME
CASS/D1SK
PRICE
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Outside Europe ADD £ 1 50 program
Total Order
SOFT ON YOUR POCKET
TOUGH ON OUR COMPETITORS
DFM Database
Easy-to-use. Big-System Features, Printed
Reports, Mail Labels Option. Available for
CBM 64 • BBC • Spectrum. £24.00 Disk or
tape/ SPECTRUM E14.95/DFM * Labels
£30.00.
Home Accounts
Bank Account, 20 Expense Headings, Name &
Address File, Loan/Forecasts. Available for
CBM 64 • BBC • Spectrum. £14.95
Tape/£16.95 Disk.
Transact
Book-keeping System, All Day Books, Journal,
Nominal Ledger. VAT Available for CBM 64 •
BBC B'. £30.00 Disk or Tape.
Invostact
Invoice & Statement Generator. Automatic
Creation from Sales Product Table. Available
for CBM 64 • BBC 'B'. £30.00 Disk or Tape
Stock-Aid
Stock-Control System, Extensive
On-Screen & Printed Reports. Available for
CBM 64. £30.00 Disk or Tape.
Electronics
Study with Course Tutor to City & Guilds
Standard. Available for CBM 64. £14 95 Disk or
Tape.
• All disk software has now been improved the Commodore Disc range has
now been written in machine code.
• Spectrum software is now microdrive compatible.
• All our software has been re-packaged— this means that the boxes are smaller
and there is more descriptive copy about the program on the back of the box.
• Buy directly from us— alternatively if you write or telephone (Address and
Telephone number are at the bottom of this advertisement). We will send you an
informative Dealer Pack.
• Watch out for our QL Sinclair Software! It will be available
sooner than you think.
The entire software range is available from
Micro Dealer UK
Telephone Welwyn Garden City
07073 2818!
and select title ranges are available from
Websters Software. Tel. Guildford 0483 62222
PCS Distribution. Tel. Darwen 0254 69121 1 and all Boots outlets
PLEASE SEND ME FURTHER DETAILS OF
YOUR COMPLETE RANGE OF PROGRAMS FOR
NAME
ADDRESS
CBM 64
□ BBC
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TELEPHONE
DIALOG SOFTWARE
293 Copperfield. Umesfarm Estate, Chigwell. Essex. Telephone; 01-501 0799
Barclaycard and Access accepted
COMMODORE
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Whatever you do, don't let this happen
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Why not sit in the luxury of your
own home and feel safe in the
knowledge that your copies will come
neatly wrapped winging their way
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popping through your letter box?
Whatever your interest in the
Commodore range of computers and
peripherals, you simply cannot afford to
miss a single issue. The magazine is
packed with news, reviews of the latest
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software, information about the books
for sale, articles to help you with your
programming, games to type in and
play, useful routines to make your
computing life easier, and all sorts of
useful, informative and entertaining
features. So whether your interest is
purely in the latest games available for
the VIC 20 or in reading a serious
review of the most recent hardware for
your Commodore, you must ensure that
you read and inwardly digest every issue
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And it's so easy to do! Just fill out
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send it off to the Subscriptions
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printed on the advertisement rate card (available on request).
01-437 0699
Send your requirements to:
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ASP LTD, 1 GOLDEN SQUARE,
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HARDWARE
CBM 64 VIC 20
Tape Transfer. Dual Cassette Interlace
II is quick and easy to transfer any
cassette program with TRIGSOFTa
OCL 1 interlace DUPLICATES ALL
TURBOS. M/CODE. DATA FILES ETC
IF A PROGRAM CAN BE LOADED IT
WILL BE TRANSFERRED EXACTLY
ON A SECOND DATASETTE
Send £1000 inc P6.P to Trigsoll.
Marshfield House, 4 Burnett Place.
Bradlord 80S 9LX. 7 day money back
guarantee tl not 100% satisfied
SOFTWARE
COMMODORE 64
SOFTWARE
GAMES AND BUSINESS
USE
Also new releases list every 2
weeks. Send your name and
address to go onto our mailing
list to:
M. J. Seaward (Dept Y.C.O.)
St Olat's Road, Hill Mead,
Stratton, Nr. Bude. Cornwall.
Tel: Bude 4179 up to 10 pm.
SOFTWARE
APPLICATIONS
HOME ACCOUNTS. Put your
house in order! Probably home
computing's best use! Comnre-
hensive coverage of bank
accounts. Credit cards. HP inbuilt
accuracy check.' Records all
transactions. Projects cashflow for
any period ahead. Available for
C 16 CBM64 or VIC-20 £8 45 or
free details from .Discus
Software, Freepost. Windmill
Hill. Brixham TQ5 9BR. Tele-
phone 08045 55532.
FOR HIRE
VIC-20 / CBM-64
SOFTWARE HIRE
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Send 2 ■ 1 7p stamps (or your hire kit to
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But which ones?
Every Bullion* ot adverntemeni* appear in pnnr.on posim or in the cinema
Mnu ot them comply with the ruin contained tn (he Bnmh Code ol Adverotinj
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Bui *omr of rhem break thr rule* and -arrant your compUinb.
II you're no* Hire about whkh one* (hey are. however, drop la a line and well
send you in abridged copy ol rhe Advertising Code Then, it an advera*emeni
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The Advertising Standards Authority.
If an advertisement is wrong, we're here to put it right.
ASA Ltd, Depi 2 Brook House. Tomnflton Place, London WC1E7HN
well £
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SOFTWARE
ZOOMSOFT
COMMODORE 64
SOFTWARE SPECIALISTS
Tllle c»»* disc
Boulder Dash 7.2S 9.25
Bristles B 95 10 96
Astro Chase 8.95 10.95
Flip Flop 7.25 9.25
Hard Hal Mack 9.95 12.95
Fort Apocalypse 9.95 14.95
A2tec Challenge 8.95 12.95
David s Midnignt Magic 9.95 12.95
P'tslop 8.95 11.95
Zork I — 11.95
Zork II *. - 11.95
Zork III - 11.95
Starcross — 11.95
Deadline — 11.95
Encounter 9.95 12.95
Flight Simulator 34.25 37.95
SAM — 41.95
Forbidden Foresl 8.95 12.95
Jotboot Jack 7.94 —
Nato Commander 9.95 12.95
Dragon Raider* ol
Pern 8.95 11.95
Impossible Mission 8.95 11.95
Spelunker 9.95 12.95
One on One 9.95 12.95
Super Base 64 - 86.25
M.U.L.E 11.95 14.95
Adventure Creator ROM 29.95
Jumpman 9.95 11.95
Beyond Castle
Wolfenstein — 21.95
Title cast disk
Castle Wot'enslein — 27.95
Master Type — 32.75
Sprite Maker 9.95 —
Choplitter 9.95 12.95
Letter Wizard - 34.95
Mask ollhe Sun — 28.75
Drol - 25.75
Spell Wizard — 34.95
B.C'S Ouesllor Tyres 9.95 —
Raid on Bungeling
Bay 9.95 12.95
Super Fox {talkie) 9.95 14.95
Realm ot Impossibility 9.95 12.95
Ardion 11.95 14.95
Pole Position on cartridge 14.95
Mr Robot 8.95 11.95
Spitfire Ace 9.95 12.95
Beach Head 9.95 12.95
Dallas Ouest —14.95
Bruce Lee 14.95 14.95
Knights ol the Desert 14.95 14.95
Combat Leader 14.95 14.95
Tigers in the Snow 14.95 14.95
Caverns ol Khafta 8.95 12.95
Blue Max 9.95 14.95
Multiplan —99.95
Paintbrush ROM 19.95
Personal Accountant 25.60 —
Graphics Baste — 25.55
Household Finance 22.85 —
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THE BIG THREE
THREE ESSENTIAL PACKAGES CAN BE YOURS FOR WELL UNDER THREE FIGURES!
DATABASE
Micro Magpie for the Commodore 64 is
probably the most advanced database
management system available lor any home
micro With Micro Magpie you can create a
database system tailored exactly to your own
information handling requirements
With most database systems, you only get out
what you put in Micro Magpie gives you morel
It can manipulate data between different files,
perform calculations on numerical data, pnnt
out repots, and hardcopy data in graphical
form Only Micro Magpie can give you all these
features . .
» FuMy user programmable database
management system
* Operated by easy-to-use pop-up menus
using just four keys
* 100% machine code program tor speed and
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* Can perform complex calculations on
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* Searches on any Held, with wild card and
part-field matching
t Works with one or two 1541 disk drives
« Horizontal or vertical oar graph or scatter
graph output
* Integral Centronics interface tor parallel
printer option
* Professionally written instruction manual
* Help readily available from Help Disk
* Free application templates - Mailing List and
Slock Control
Micro Magpie would be excellent value if you
bought it for the applications alone' You can
rave a highly sophisticated Mailing Ust system
up and running within minutes, and you'll still
tx using only a fraction of Micro Magpie's
potentiall Once you Stan: tailoring your own
custom applications, you will begin to discover
why Commodore User magazine called Micro
Magpie 'the software bargain of the year"!
MICRO MAGPIE
ON DISK ONLY
SPREADSHEET
Micro Swift - the affordable professional
spreadsheet system for the Commodore 64
Micro Swift will prove indispensable In business
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change in one or more figures affects all the
other figures, or for specialised applications
where complex number crunching is required
Micro Swift is unique in that it is operated by
pop-up menus, a system pioneered by our
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have to memorise a whole hierarchy of
commands and control keys - the menus appear
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Micro Swift is written totally in machine code
Ibeware other spreadsheets in Basic!) tor speed
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Micro Swift gives ycHi these amazing features
» Al to Z254 cell matrix
t Variable cell widths.
• Spin screen facility
» User definable numenca! precision and
display formatting
' Integral Centronics Interface for parallel
printer option
* Automatic execution of user-programmed
sequences
Graphical display option
Operated by easy-to-use pop-up menus.
Free ready-programmed applications
included
File storage on disk or cassette
Full instruction manual included
Don t be fooled by the price! Micro Swift gives
you facilities equal, if not superior, to
spreadsheets costing many times more Micro
Swift is available on disk or cassette Micro Swift
- Spreadsheet power to the people)
MICRO SWIFT - ON DISK OR CASSETTE
£39.95
Inc VAT
£19.95
Inc VAT
MICRO
WOR0*r5AF
WORD PROCESSOR
Micro Wordcraft Is our new disk-based
professional word processor It is a direct
descendant of the highly respected Wordcraft
program, which is in use world-wide on the
larger Commodore machines. Sinus, and IBM
PC. etc Wntten in 100% machine code. Micro
Wordcraft spells affordable office quality word
processing for the home or business user.
It is often said that "you get what you pay for",
but with the Audiogenic Professional Series you
get what you pay for and morel
Micro Wordcraft gi\#s you all these advanced
facilities . .
* Full text control - document width up to 99
* columns, tabs, decimal tabs, justification
and centering
* Full text manipulation - on-screen editing,
block move, block delete, string search and
* replace, underlining and emboldening.
« Scrolling screen display, uncluttered by
control characters
« Name and address files can be created and
merged into standard letters
* Easy merging of standard paragraphs-
Compatible with Commodore, paratlet and
RS232 printers
* Integral Centronics interface for parallel
printer option.
Instantly accessible Help screens.
* Comprehensive instruction manual
included
The name and address merging capabilities of
Micro Wordcraft make it an ideal tool for small
businesses, dubs, societies or hobby groups,
where there are regular mailings of standard
letters For home use. Micro Wordcraft contains
all the facilities you could ever need, at a price
you can easily afford!
MICRO WORDCRAFT - ON DISK ONLY
£24.95
inc VAT
The Audiogenic Professional Series represents a price breakthrough for business-orientated software products. With Micro
Magpie. Micro Swift, and Micro Wordcraft, the power and convenience of the computerised office can be a reality for all
Commodore 64 owners!
Each of the three products represents the state of the art In its particular field. Great care has been taken over the
documentation to make sure that you, the user, can quickly make use of the facilities available. Also, a full backup service Is
provided by the Audiogenic Technical Department, who are only a phone call away If you have any queries about the
products.
So, whether It's for your home, business, club or society, make sure you go for the Audiogenic Professional Series I
Audiogenic
LTD I
PROFESSIONAL SERIES
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Choosing the right computer
is a good start — but can you
find the right software?
At SUPER50FT we're very conscious of the
fact that people who spend several hundred
pounds on computer equipment are looking
.to do rather more than play Space Invaders. INTERDICTOR PILOT is a space flight
Financial planning is a rather grand name simulator. Nowadays simulators are widely
for something you've been doing all your life used to train pilots and astronauts because -
- making ends meetl Perhaps if Mr to be frank - it's a lot cheaper (and safer)
Mtcawber had used BUSICALC he would than the real thing!
have been able to balance the books a little Imagine, rf you will, life in the 22nd
better century: space travel is commonplace, and
For home, club or small business use on the outskirts of the galaxy the first war
BUSICALC 1 should pay for ttself in no time at between civilizations is being fought. A short-
all; for larger companies we recommend age of trained pilots has prompted the Feder-
BUSICALC 3, one of the few really valuable ation to develop a computer simulation that
programs that you can learn to use in a day. allows raw recruits to gain experience with-
Although your Commodore 64 is a power- out paying for their mistakes with their lives,
ful musical instrument you need to be a With the aid of your Commodore 64 you too
pretty good programmer to understand how can learn to pilot the Interdictor Mk 3 craft,
it all works. Unless, of course, you buy MUSIC But be warned - this is no game!
MASTER!
To use MUSIC MASTER requires no prior
musical knowledge, though in the hands of
an experienced musician it will prove an
invaluable tool. You don't need to know the
first thing about programming either! MUSIC
MASTER is the musical equivalent of a word
processor, remembering the notes you play SUPERSOFT, Winchester House, Canning Road,
and allowing you to replay and edit them as Wealdstone, Harrow. Middlesex HA3 7SJ
you wish. Telephone: 01-861 1166
Other SUPERSOFT products include the
MIKRO ASSEMBLER cartridge, the only
assembler that's ideal for beginners yet pow-
erful enough for the professional (most of
our competitors use it!) The VICTREE carl-
ridge adds dozens of commands to Basic
including toolkit aids and disk commands; or
on disk there's MASTER 64, a really com-
prehensive package for the keen prog-
rammer.
Of course, we do also publish qames
programs, and with classics tike STTX, QUINX
and KAMI-KAZE in our range we are one of
the market leaders. But we most enjoy
coming up with the sort of programs that are
going to be in use for months and years, not
hours and days - the sort of programs that
make you glad that you bought a computer -
and glad that you bought SUPERSOFT!
You won't find SUPERSOFT products on
the shelves of your local supermarket. But
most specialist shops stock titles from our
extensive range (and are prepared to obtain
other programs to order). However you can
also buy direct by sending a cheque (pre-paid
orders are post free!), by calling at our
offices, or over the telephone using your
ACCESS card.